by Graf Zahl » Sat Dec 07, 2019 12:46 am
Most of these are coding errors in the mod that weren't reported until the compiler backend was refactored for ZScript.
That one error that makes it abort is a bit tricky. It runs afoul of a sanity check for invalid state use - it is not allowed to call weapon functions from non-weapon states, and this weapon is missing its 'Ready' state label, throwing the checker off the track.
Most of these are coding errors in the mod that weren't reported until the compiler backend was refactored for ZScript.
That one error that makes it abort is a bit tricky. It runs afoul of a sanity check for invalid state use - it is not allowed to call weapon functions from non-weapon states, and this weapon is missing its 'Ready' state label, throwing the checker off the track.