Revenant has subtly different Missile frames

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Post Reply
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

Revenant has subtly different Missile frames

Post by edward850 »

In Doom, the revenant's first two attack frames are defined as:

Code: Select all

    {SPR_SKEL,32777,0,{A_FaceTarget},S_SKEL_MISS2,0,0},	// S_SKEL_MISS1
    {SPR_SKEL,32777,10,{A_FaceTarget},S_SKEL_MISS3,0,0},	// S_SKEL_MISS2
However, ZDoom moves a tic to the first frame:

Code: Select all

    SKEL J 1 Bright A_FaceTarget
    SKEL J 9 Bright A_FaceTarget
While it's not really a game changer, it is still visually different (although hard to spot).
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Revenant has subtly different Missile frames

Post by Graf Zahl »

I seem to recall that this was done for a good reason but I do not remember what it is precisely.
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

Re: Revenant has subtly different Missile frames

Post by edward850 »

The only thing I can think of is a possible infinite recursion, but I don't see one that can be caused by A_FaceTarget, as it doesn't set anything other than angle and stealth visibility.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Revenant has subtly different Missile frames

Post by Graf Zahl »

I can't remember. The error came in when I added the DECORATE version of the Revenant. These definitions were taken from an older project of mine so the change was most likely not related to ZDoom.

Changed back.
Post Reply

Return to “Closed Bugs [GZDoom]”