by gramps » Thu Mar 28, 2019 2:04 pm
@Enjay: Hmm, maybe I'm mis-remembering, but I thought in the old days, you could extend a DoomImp actor, give it a MissileType of PlasmaBall, and voila, it shoots plasma balls now. Is that not how it worked before? It certainly doesn't work like that anymore, if I'm not mistaken, because I can't simply define MissileType as a default property of an Actor at all, it's no longer recognized. And even if I could, its missile type is clearly hard-coded now.
As for Xaser's suggestion, it sounds like what's being suggested here is that the dehacked part of the code would always call the base A_TroopAttack, and never the overridden one. But again I have no idea if that's possible, or at least not a giant pain.
@Enjay: Hmm, maybe I'm mis-remembering, but I thought in the old days, you could extend a DoomImp actor, give it a MissileType of PlasmaBall, and voila, it shoots plasma balls now. Is that not how it worked before? It certainly doesn't work like that anymore, if I'm not mistaken, because I can't simply define MissileType as a default property of an Actor at all, it's no longer recognized. And even if I could, its missile type is clearly hard-coded now.
As for Xaser's suggestion, it sounds like what's being suggested here is that the dehacked part of the code would always call the base A_TroopAttack, and never the overridden one. But again I have no idea if that's possible, or at least not a giant pain.