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Deadtimer inconsistency

While debugging a character script, I noticed a strange inconsistency in the player's deadtimer when interacting with instakill sectors.

Normally, when the player dies, the deadtimer value stays on 0 before incrementing as soon as the player's thinker resumes. An inconsistency occurs with the instakill sectors where it increments early by 1 instead of lingering on 0. (I'm not really sure if this is a bug, but since it interferes with some of the scripts I've helped make I figured it'd be worth reporting.)

This can be observed by entering Test Run with the attached script loaded. This constantly outputs the player's current deadtimer value into the console with a PlayerThink hook. The inconsistency can be seen by comparing the values observed from the red skull sector and failing to climb the loop.

deadtimer_checker.lua