Extend SKYEXPLODE flag for LineAttack

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: Extend SKYEXPLODE flag for LineAttack

Re: Extend SKYEXPLODE flag for LineAttack

by Cacodemon345 » Sat Nov 03, 2018 8:25 am

This should be closed now, as the PR has been merged.

Re: Extend SKYEXPLODE flag for LineAttack

by Cacodemon345 » Fri Nov 02, 2018 2:59 am

Nash wrote:TRACE_HitSky sounds extremely useful. Do these take into account skies generated from Line_Horizon?
Ehhh, I made the behaviour of TRACE_HitSky the same as how TRACE_NoSky behaves so that it works properly with LineAttack.

Re: Extend SKYEXPLODE flag for LineAttack

by Rachael » Fri Nov 02, 2018 2:58 am

I tested this by modifying BulletPuff directly on my copy of GZDoom. So far I cannot find any potential bugs it introduces, but it needs a second opinion.

I am able to damage monsters, and I was able to test both walls and skies. The puffs still disappear in the sky if the flag is not set, but it spawns a puff as expected with the flag. Thus, I am not able to find any issues, at least so far.

Re: Extend SKYEXPLODE flag for LineAttack

by Nash » Fri Nov 02, 2018 2:57 am

TRACE_HitSky sounds extremely useful. Do these take into account skies generated from Line_Horizon?

Extend SKYEXPLODE flag for LineAttack

by Cacodemon345 » Fri Nov 02, 2018 2:56 am

PR

Introduces:
  • 1. Extended behaviour for LineAttack function; puffs using SKYEXPLODE flag now puffs on skys.
    2. TRACE_HitSky flag; Makes Trace function return TRACE_HasHitSky should the Trace hit a sky floor or ceiling.

Top