TraceWeapon::Activate() client-side asserts on running out of space in active shots array #350
Labels
kind/bug
Something isn't working
priority/major
Major priority. Work that should be handled after all blocking and critical work is done.
Describe the bug
Sometimes with multiple players, a client would see an assert locally on running out of space in TraceWeapon::Activate()
Steps to reproduce
Steps to reproduce the behavior:
The text was updated successfully, but these errors were encountered: