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Carry over values from the damage report to show in the next round during freeze and pause - #2049

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Carry over values from the damage report to show in the next round during freeze and pause#2049
AdamTadeusz wants to merge 2 commits into
NeotokyoRebuild:masterfrom
AdamTadeusz:373_showDamageReportInFreezePause

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Description

Show damage report in freeze and pause

Toolchain

  • Windows MSVC VS2022

Linked Issues

  • fixes #

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AdamTadeusz marked this pull request as draft August 4, 2026 09:06
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AdamTadeusz requested a review from nullsystem August 4, 2026 13:48
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AdamTadeusz marked this pull request as ready for review August 4, 2026 13:48
CLocalPlayerFilter filter;
enginesound->SetPlayerDSP(filter, 0, true);

ClearLocalPlayerDmgReports();

@nullsystem nullsystem Aug 4, 2026

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Major regression: This broken the damage/kill report and now it kept values cross rounds.

@AdamTadeusz AdamTadeusz changed the title Show damage report in freeze pause Carry over values from the damage report to show in the next round during freeze and pause Aug 5, 2026
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AdamTadeusz requested a review from nullsystem August 5, 2026 06:31

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No, this change also carries over to the next round without freeze time and pause.

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I can't reproduce the issue. I don't see how its possible to have a new round without a pre round freeze, even with sv_neo_preround_freeze_time 0 StartNextRound calls SetRoundStatus(NeoRoundStatus::PreRoundFreeze);

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nullsystem commented Aug 5, 2026

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2026-08-05T181027_screen
  1. I can reproduce the bug in your branch where the killer indicator haven't been cleared
  2. Deathmatch/respawning KD report haven't been considered which cannot be relying on freeze/pause to clean up between spawning anyway

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2 participants