[Decorate] "Don't Bounce on Shootable" Flag

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[Decorate] "Don't Bounce on Shootable" Flag

Postby NeuralStunner » Sat Apr 14, 2012 10:18 pm

I found that ALLOWBOUNCEONACTORS only does half of what I want it to: While it does allow a projectile to bounce off of non-shootable props, it only checks whether the actor bleeds or not. Hence, it will bounce off of non-bleeding but damagable actors. (Barrels, Sabreclaws, and Pods, and Hexen Pottery are a few examples.) I'd suggest another flag to compliment it, which would cause the projectile to explode as normal on actors that are SHOOTABLE and not DORMANT.

I can't think of a good name other than DONTBOUNCEONSHOOTABLE.

Obviously, this would be pointless when combined with BOUNCEONACTORS, so the latter should probably have "final say" on whether the projectile should bounce.
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Re: [Decorate] "Don't Bounce on Shootable" Flag

Postby printz » Sun Apr 15, 2012 5:24 am

Man, the bouncing rule set is so complex in ZDoom.
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Re: [Decorate] "Don't Bounce on Shootable" Flag

Postby Ryan Cordell » Sun Apr 15, 2012 5:30 am

At least it's not the Grapple rule set from D&D. :P
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Re: [Decorate] "Don't Bounce on Shootable" Flag

Postby Gez » Sun Apr 15, 2012 5:52 am

printz wrote:Man, the bouncing rule set is so complex in ZDoom.

I blame Lee Killough. Three quarters of the complexity is entirely because of MBF and its accursed BOUNCES flag. The rest is just a result of conciliating Heretic Bounce, Hexen Bounce, Strife Bounce and ZDoom's original bouncing code; with a sprinkle of feature requests once the bouncing code was overhauled to approximate something resembling sanity out of the whole mess.
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Re: [Decorate] "Don't Bounce on Shootable" Flag

Postby NeuralStunner » Sun Apr 15, 2012 3:16 pm

printz wrote:Man, the bouncing rule set is so complex in ZDoom.
Other than this, they're surprisingly simple.

Other than the combination of BOUNCEAUTOOFF and MBFBOUNCER rendering the former inoperable. (I got the impression from the Wiki that these are supposed to work together and cause the projectile to stop completely.) I wonder if this might be a bug.
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