r2967 Cast call different sprites problem

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Enjay
 
 
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r2967 Cast call different sprites problem

Post by Enjay »

If an actor uses sprites of a different name in its different states, Zdoom will use the sprite "family" from the see state for the cast call even if the missile and death states use a different sprite name.

The following demonstrates it:
Spoiler:
The actor "testguy" is absolutely minimal, having just enough to show the problem. It happens on genuine enemies too though. You can see that he uses SPOSS sprites in his spawn state, POSS sprites in his see state, CPOS sprites in his missile state and TROO sprites in his death state. However, in the cast call, the game tried to use POSS sprite throughout. This goes most obviously wrong in the death phase where the TROO sprite frames are not a direct mapping to the POSS ones so it looks odd.

I've attached the above files in a zip for quick testing.
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Xaser
 
 
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Re: r2967 Cast call different sprites problem

Post by Xaser »

Interestingly, this limitation existed back in vanilla, too. If you uses DeHackEd to change the sprite names for a frame or two on an actor, it would stick to the name in the first See state.

Not that the limit should still stick around, mind you. I'd say it's necessary for the possibility that a monster might exist which exceeds the normal maximum number of frames.
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Graf Zahl
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Re: r2967 Cast call different sprites problem

Post by Graf Zahl »

Xaser wrote:Interestingly, this limitation existed back in vanilla, too.

... which is probably why it's still there. I just took the old code without making many changes to it.
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Graf Zahl
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Re: r2967 Cast call different sprites problem

Post by Graf Zahl »

fixed
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Enjay
 
 
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Re: r2967 Cast call different sprites problem

Post by Enjay »

Graf Zahl wrote:fixed
Thanks for that. Works like a charm. Also, thanks for:
fixed: The cast call did not use a translation defined for an actor class.
That is something that has bothered me since vanilla days. It also works perfectly. :)
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