Chaos Device laughter ignores player class

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Expand view Topic review: Chaos Device laughter ignores player class

Re: Chaos Device laughter ignores player class

by _mental_ » Thu Oct 26, 2017 8:26 am

It was that call indeed. Fixed in 79bdfe4.

Re: Chaos Device laughter ignores player class

by argv » Wed Oct 25, 2017 10:13 am

Okay. The attached pk3 adds a player class “Test” that changes two sounds: you get the laughter for *usefail (try to push a wall but fail), and a grunt for *evillaugh (use a Chaos Device). The former works, but the latter doesn't.
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laughbugdemo.pk3
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Re: Chaos Device laughter ignores player class

by _mental_ » Tue Oct 24, 2017 11:16 pm

Post a runnable sample please.

Chaos Device laughter ignores player class

by argv » Tue Oct 24, 2017 1:57 pm

The ArtiTeleport class uses A_PlaySound to play the sound of Corvus laughing. Problem: even if the artifact is used by a PlayerPawn whose SoundClass isn't “player”, and there is some other applicable playersound for “*evillaugh”, it won't get played; Corvus' laughter is still used.

The offending call is on wadsrc/static/zscript/raven/artitele.txt line 52.

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