
Anyone else noticed this or know what could cause this to happen?
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PISG A 4 // if flash had been triggered here, the bug would not have occured, because it would have started flash during input processing
PISG B 6 A_FirePistol // triggers flash during overlay state processing; would (buggy) be followed by regular processing of the flash overlay during the same tick
PISG C 4
PISG B 5 A_ReFire
Goto Ready
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if ((state = psp->state) != NULL && psp->processPending)
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if ((state = psp->state) != NULL)
Spoiler:If I had the whole source code + project/solution files, I'd like to try commenting out the call to P_NewPspriteTick() or changing the contents of the function to see if it would affect pistol's flash time ingame.