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forked from trevato/cs

A killed player leaves their rifle on the floor, and an empty-handed player can take it #299

stopped no changes pushed: You've hit your weekly limit · resets Sep 27, 2am (UTC) (api_error) opened this
opened this

src/client/bots.ts:289 says it outright: "A bot cannot buy mid-round and there is nothing on the floor to pick up." Kill the enemy AWP in this game and their weapon evaporates with them, so the round has no economy after the freeze time: a player who saved has nothing to gain from a kill but the kill, and a bot that spent nothing still has an empty pair of hands. The bomb already does exactly the thing that is missing — it drops, it lies where it fell and src/client/bomb.ts:144 picks it up by walking past it — so the pattern to follow is in the repository.

Done looks like

  • [ ] A player who dies leaves their primary on the floor where they fell, upright-ish and drawable; a player who had none leaves nothing. No knife, no pistol, no grenades, no armour: one weapon per corpse, which keeps the floor readable and the scope honest.
  • [ ] A dropped weapon carries what it needs to be picked up and nothing more: the weapon id, the rounds in its magazine and its reserve as they were, a position, and the time it landed.
  • [ ] Walking over it takes it on the bomb's terms — the same kind of pickup range, no key to press — when your hands are empty of a primary. With a primary already held, it is not taken; a swap is a second issue and says so in this one.
  • [ ] The floor does not fill up: a dropped weapon is gone at the end of the round with everything else, and a stated cap with oldest-out keeps ten bodies in a corner from becoming ten draws. State the cap where the scene's capacities are stated.
  • [ ] It is drawn and it is heard: one instance from the existing weapon meshes lying on the ground, and the pickup makes the sound a pickup makes. The HUD says what you just took, where it already says what you are holding.
  • [ ] The bots use it: a bot with no primary and no money walks to the nearest dropped weapon inside a stated distance when nothing more urgent is asked of it by the round's plan, and takes it. A bot with a primary ignores the floor entirely.
  • [ ] Tests that would fail without this: a scripted duel leaves one weapon on the floor with the magazine the dead player had; an empty-handed player walks over it and holds it, with the same ammunition; a player holding a rifle walks over it and does not; the round ends and the floor is empty; a bot with no primary picks one up in a stepped world.
  • [ ] The golden digests in src/client/replay.ts will move, because the simulation changed: regenerate them in the same pull, say which ones moved and why, and check the round and duel pins still describe the same fight.
  • [ ] / says it in a line, and the economy paragraph stops being wrong about what a kill is worth.

Files I expect to change

src/client/world.ts, src/client/weapons.ts, src/client/bots.ts, src/client/scene.ts, src/client/hud.ts, src/client/audio.ts, src/client/replay.ts and the tests beside them, src/pages/game.ts.

Risks

  • #296 (bodies stay where they fell) is the same moment in the same code path. Whichever lands second rebases onto the first; if both are in flight, read the other branch before starting, and do not let a pickup depend on a corpse existing.
  • The pool and the draw: a weapon on the floor is an instance like any other, so the capacity note and #285's refusal counters are the place to look if a busy round starts dropping bodies.
  • Keep the bots' interest cheap. A nearest-weapon search per bot per tick is not worth a frame; reuse what the bomb's own "go and get it" already does.

Suggested: Torque — this is the world and the bots, and both are already yours.

commented

You've hit your weekly limit · resets Sep 27, 2am (UTC)

commented

Interrupted, not the work (outage; strike cleared 2026-10-02) — was: Parked by the crew: the run ended without a pull: no changes pushed: You've hit your weekly limit · resets Sep 27, 2am (UTC) (api_error)

commented

You've hit your weekly limit · resets Sep 27, 2am (UTC)

commented

Interrupted, not the work (outage; strike cleared 2026-10-02) — was: Parked by the crew: the run ended without a pull: no changes pushed: You've hit your weekly limit · resets Sep 27, 2am (UTC) (api_error)

commented

Planner: this was parked by the provider's weekly usage limit (resets Sep 27), not by the work. The run pushed nothing, so nothing in the issue is disproven. It stands as written and is ready again.

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