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Fix local player's players killed report not resetting each round#2018

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NeotokyoRebuild:masterfrom
nullsystem:GH-1874_DmgReportRewrite
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Fix local player's players killed report not resetting each round#2018
nullsystem wants to merge 1 commit into
NeotokyoRebuild:masterfrom
nullsystem:GH-1874_DmgReportRewrite

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@nullsystem nullsystem commented Jul 12, 2026

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Description

Two fixes: First m_bFirstAliveTick never gets updated when the player respawns past the first respawn since not dying on a round will not turn this to true and the respawn resets through m_bFirstAliveTick for local player in PreThink doesn't get utilized. This may also be the cause of other non-reset issues people seen before, but this has affected the killed players report especially.

Second, move the array from C_NEO_Player into its own global array as really it's only a single instance (for the local player) and pointless for every single C_NEO_Player to hold it. For sanity check, change from it being entity index array based to UserID based to be sure which is which when its displayed and not affected by entity index changes.

Killer info/scoreboard:

  • Checking for pre-round freeze in killer_info no longer needed
    • Now the c_neo_player first tick alive got fixed, can just do it
      there.
  • Use MAX_PLAYERS_ARRAY_SAFE
  • Move local player check

Toolchain

  • Linux GCC Distro Native Arch/GCC 16

Linked Issues

@nullsystem nullsystem added the Tournament Priority Issues to be prioritized for the upcoming NT;RE tournament label Jul 12, 2026
@nullsystem nullsystem force-pushed the GH-1874_DmgReportRewrite branch from cb4d2d9 to 7914eb1 Compare July 13, 2026 19:21
@nullsystem nullsystem changed the title [DRAFT: RELIES ON #2017/GH-1947_KDHudReplace] Fix local player's players killed report not resetting each round [WIP] Fix local player's players killed report not resetting each round Jul 13, 2026
Two fixes: First m_bFirstAliveTick never gets updated when the player
respawns past the first respawn since not dying on a round will not
turn this to true and the respawn resets through m_bFirstAliveTick
for local player in PreThink doesn't get utilized. This may also
be the cause of other non-reset issues people seen before, but this
has affected the killed players report especially.

Second, move the array from C_NEO_Player into its own global array
as really it's only a single instance (for the local player) and
pointless for every single C_NEO_Player to hold it. For sanity
check, change from it being entity index array based to UserID
based to be sure which is which when its displayed and not affected
by entity index changes.

Killer info/scoreboard:

- Checking for pre-round freeze in killer_info no longer needed
  - Now the c_neo_player first tick alive got fixed, can just do it
    there.
- Use MAX_PLAYERS_ARRAY_SAFE
- Move local player check

* fixes NeotokyoRebuild#1874
@nullsystem nullsystem force-pushed the GH-1874_DmgReportRewrite branch from 7914eb1 to 3cbdb97 Compare July 13, 2026 19:59
@nullsystem nullsystem marked this pull request as ready for review July 13, 2026 20:01
@nullsystem nullsystem changed the title [WIP] Fix local player's players killed report not resetting each round Fix local player's players killed report not resetting each round Jul 13, 2026
@nullsystem nullsystem requested a review from a team July 13, 2026 20:01
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