Wrong timing in revenant states
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Wrong timing in revenant states
See thread. The revenant's melee state should last 0 tics.
Convenient pull request so it can be fixed in a couple of clicks.
Convenient pull request so it can be fixed in a couple of clicks.
- Ed the Bat
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Re: Wrong timing in revenant states
I noticed a similar discrepancy with the Pain Elemental's Missile state frames. If what I'm told about vanilla is correct, the third call to A_FaceTarget should be five tics, not four, and A_PainAttack should be zero tics.
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Re: Wrong timing in revenant states
Seems to be confirmed:
from chocolate-doom/src/doom/info.c:
though if I were nitpicky I'd post it in another bug report
.
from chocolate-doom/src/doom/info.c:
Code: Select all
{SPR_PAIN,32773,5,{A_FaceTarget},S_PAIN_ATK4,0,0}, // S_PAIN_ATK3
{SPR_PAIN,32773,0,{A_PainAttack},S_PAIN_RUN1,0,0}, // S_PAIN_ATK4

- Zhs2
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Re: Wrong timing in revenant states
The thread Gez also lists an incorrect behavior with the Mancubus states...
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Re: Wrong timing in revenant states
I have a question: should this:
be converted to:
or should I use 'PAIN F 0'?
[edit] Whatever, I used the former version, then made this pull request fixing both pain elemental and mancubus.
Code: Select all
{SPR_PAIN,32773,0,{A_PainAttack},S_PAIN_RUN1,0,0}, // S_PAIN_ATK4
Code: Select all
PAIN A 0 BRIGHT A_PainAttack
[edit] Whatever, I used the former version, then made this pull request fixing both pain elemental and mancubus.
- Graf Zahl
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Re: Wrong timing in revenant states
I hope that's everything now.
- Ed the Bat
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Re: Wrong timing in revenant states
Quick question: is there ever a point to putting the BRIGHT keyword on a 0-tic frame, other than DeHackEd compatibility? I see it happen sometimes and I'm curious.
For that matter, shouldn't that fix have used PAIN F 0 BRIGHT so DeHackEd uses the expected sprite index?
For that matter, shouldn't that fix have used PAIN F 0 BRIGHT so DeHackEd uses the expected sprite index?
- Graf Zahl
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Re: Wrong timing in revenant states
No. A zero-duration frame will never be displayed so it's completely irrelevant if it is brighr or not (or if a dynamic light is attached to it.)
Re: Wrong timing in revenant states
So it's likewise irrelevant that the A_PainAttack state is (at the moment) 'PAIN A' rather than 'PAIN F'?Graf Zahl wrote:A zero-duration frame will never be displayed so it's completely irrelevant if it is brighr or not
- Graf Zahl
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Re: Wrong timing in revenant states
Yes, but since it jumps to a PAIN A frame, even less.
- Ed the Bat
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Re: Wrong timing in revenant states
Does DeHackEd not get the frames from the DECORATE definition? That was my concern over changing the F to an A.
- Graf Zahl
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Re: Wrong timing in revenant states
Yes, it does. It should be what it was before.
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Re: Wrong timing in revenant states
Made a new pull request to restore the previous frame letter.