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A player which is moved to spectator cannot have their name clicked and expanded to show their bodysearch details
Even if that info was collected prior to them disconnecting
To reproduce
Steps to reproduce the behavior:
Kill someone
a. (optional: check their corpse now)
Have that person switch to spectator
Attempt to investigate their corpse
Expected behavior
Info which is available on the corpse remains accessible on the scoreboard regardless of the player's connection status
I expect as much because their death may be the only thing linking activity to a specific killer but that info is diminished if someone ragequits or has to restart their client
Context (please provide as much as you can)
This may have some relationship to the issue
todo: put a link to that here
Where the confirmation status of a disconnected player's corpse is not retained, therefore reporting it to the detectives require two clicks (one to re-confirm it in the UI and one to call the detective) -- in addition to not networking that info to any clients because the associated player is disconnected.
A proper solution for this may involve creating a LUT of players for a round (or utilizing something like GAMEMODE.StartingPlayers) when the round begins, because somewhere an IsValid() call is dead-ending something that is ordinarily a rational ask.
The text was updated successfully, but these errors were encountered:
Your version of TTT2 (mandatory)
Describe the bug (mandatory)
A player which is moved to spectator cannot have their name clicked and expanded to show their bodysearch details
Even if that info was collected prior to them disconnecting
To reproduce
Steps to reproduce the behavior:
a. (optional: check their corpse now)
Expected behavior
Info which is available on the corpse remains accessible on the scoreboard regardless of the player's connection status
I expect as much because their death may be the only thing linking activity to a specific killer but that info is diminished if someone ragequits or has to restart their client
Context (please provide as much as you can)
This may have some relationship to the issue
Where the confirmation status of a disconnected player's corpse is not retained, therefore reporting it to the detectives require two clicks (one to re-confirm it in the UI and one to call the detective) -- in addition to not networking that info to any clients because the associated player is disconnected.
A proper solution for this may involve creating a LUT of players for a round (or utilizing something like
GAMEMODE.StartingPlayers
) when the round begins, because somewhere an IsValid() call is dead-ending something that is ordinarily a rational ask.The text was updated successfully, but these errors were encountered: