Update of bug #10227 (project wormux):
Status: Confirmed => Ready For Test
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Follow-up Comment #4:
The bug is in fact due to a bug in Weapon::NewActionWeaponShoot() which
didn't check if a shot is already in progress.
Weapon::NewActionWeaponShoot() is called to often in airhammer because
m_time_between_shot is smaller than the shooting animation time...
Thus, it produces new and invalid Action WEAPON_SHOOT containing active
character physical information which disturbs airhammer behavior on remote
computers.
The "Air hammer hole desync." was easy to reproduce before, now, it seems
pretty impossible. Anyway, you can test to confirm!
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