View Full Version : tiletype/onwater/we else bug (not good)

08-03-2006, 01:52 AM
I had a bug reported to me just recently with players getting hit on the edge of water. Classic sets gani based on tiletype clientside and uses an onwater check for damage serverside. I thought there may have been an inconsistency.

However, I find the onwater check to be consistent with the tiletype check both serverside and clientside. However, onwater and tiletype are not being consistent between the server and the client. I haven't tested onwall though, mainly because the movement system on Classic doesn't even use onwall.

I also have a lot of people complaining to me about ctrl+z, but that's a different story.