by Accensus » Wed May 20, 2020 7:54 pm
This happens if it's used at point-blank range and the projectile explodes immediately. The projectile itself does not have a zero tic duration Death state. I have narrowed it down to
this line. This most definitely seems intentional, but I can't figure out the reasoning for not returning a pointer to the projectile if it explodes immediately, provided it exists for a few tics after death. In my case I store some important data on the projectile when it is spawned, but cannot store it if the pointer to it is null on spawn.
This happens if it's used at point-blank range and the projectile explodes immediately. The projectile itself does not have a zero tic duration Death state. I have narrowed it down to [url=https://github.com/coelckers/gzdoom/blob/4b4ff8dd0e55178be233ab97d04bcaa28a425e63/src/playsim/p_mobj.cpp#L6841]this line.[/url] This most definitely seems intentional, but I can't figure out the reasoning for not returning a pointer to the projectile if it explodes immediately, provided it exists for a few tics after death. In my case I store some important data on the projectile when it is spawned, but cannot store it if the pointer to it is null on spawn.