A_FireProjectile does not handle FPF_NOAUTOAIM

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Expand view Topic review: A_FireProjectile does not handle FPF_NOAUTOAIM

Re: A_FireProjectile does not handle FPF_NOAUTOAIM

by Marisa the Magician » Sat Jan 26, 2019 7:40 am

Oh oops, I mean 220. (I have no idea where I got the 115 from now)

Re: A_FireProjectile does not handle FPF_NOAUTOAIM

by Graf Zahl » Sat Jan 26, 2019 1:46 am

There is no NULL on line 115 in stateprovider.txt.

If you report bugs this way you really do not help. Either post a link to the problem code that actually shows it (or paste the code into code tags) or make a PR. Now I have to wait for feedback to make sure I fix the right thing. :(

Re: A_FireProjectile does not handle FPF_NOAUTOAIM

by Kinsie » Sat Jan 26, 2019 12:24 am

Marisa Kirisame wrote:This was encountered by someone in a certain place who refused to report the bug.
It's a pity that I keep seeing stuff like this happening for one reason or another. I've had to nag people from a certain other place into reporting stuff a non-zero amount of times, and it's always draining and frustrating.

I guess some people are just looking for an excuse to be and stay upset? v :| v

Re: A_FireProjectile does not handle FPF_NOAUTOAIM

by Turret49 » Sat Jan 26, 2019 12:15 am

I know it's a deprecated function but A_FireCustomMissile has this problem as well.

A_FireProjectile does not handle FPF_NOAUTOAIM

by Marisa the Magician » Fri Jan 25, 2019 5:47 pm

This was encountered by someone in a certain place who refused to report the bug.

The bug was introduced after this function was scriptified. After some digging I can see it's because the call to SpawnPlayerMissile was not adapted to the arguments the zscript version of it takes. Just removing the "NULL" on line 115 of stateprovider.txt should do the job.

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