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Thank you! And wow, I am surprised. There actually
is some of that bug going on here. The rope froze for about 1/2 a frame.
So, I wasn't planning on fixing this bug before (I thought it to be an obscure glitch that almost never happened, and was fun when it did) but now I see that it definitely needs to be fixed, and will do so!
Edit: However, this will probably be the biggest change I've ever made to the rope physics, in that it may actually alter the feel a little bit. There's a chance some experienced ropers may have subconsciously adapted to this glitch by anticipating how the rope sometimes moves less when it's snagged and vertical.
Edit 2:
On second thought, ropers probably haven't adapted to this glitch, even subconsciously, given that it's apparently such a common choke. I do feel nervous about changing it though! Years ago there was a thread about how people thought the WWP rope felt different than the W:A rope. I then proved that it was identical by patching the WWP EXE to record replay data, and playing it back in W:A with no desynchronization. So it seems the difference in feel, if there was one, was probably from my improvements to the calculation of in-game passage of time – it used to use GetTickCount() and I changed it to use QueryPerformanceCounter(), along with other improvements.
Since then I did make some subtle changes to the rope physics, like the fix in v3.6.23.0, "In free space, the worm would always be shifted approximately one pixel up and to the left every time the rope caught", and others. This rope freeze fix will be the least subtle so far. (Note, there's also another related glitch, in which the rope "speeds up" upon hitting a snag. I'll preserve that one. If I ever do anything to change it, it'll just be to make it behave more predictably.)