[4.0.0] Where's the "Ouch" face?

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Expand view Topic review: [4.0.0] Where's the "Ouch" face?

Re: [4.0.0] Where's the "Ouch" face?

by Player701 » Fri Aug 09, 2019 2:01 am

Yay! Thank you very much Graf :D

Re: [4.0.0] Where's the "Ouch" face?

by Graf Zahl » Fri Aug 09, 2019 1:59 am

Fixed. This needed a little bit of contortions to ensure that the health values being compared are properly synchronized. For that they must both be set in the same function.

Re: [4.0.0] Where's the "Ouch" face?

by Graf Zahl » Sat Jun 08, 2019 5:05 am

Player701 wrote:That part of code is quite a mess indeed, so I'm too afraid I'd break something else if I tried to fix it.
Welcome to the club! I think you'll understand why something this seemingly trivial doesn't get fixed. The entire setup depended on broken code to have side effects.

Re: [4.0.0] Where's the "Ouch" face?

by Player701 » Sat Jun 08, 2019 5:03 am

I wish I did... I'd have submitted a PR long ago if I did... :( That part of code is quite a mess indeed, so I'm too afraid that I'd break something else if I tried to fix it.

Sorry again.

Re: [4.0.0] Where's the "Ouch" face?

by Rachael » Sat Jun 08, 2019 3:56 am

If you have any ideas how to fix it and you think you can submit a PR within the next few hours, sure. It can be included.

Re: [4.0.0] Where's the "Ouch" face?

by Player701 » Sat Jun 08, 2019 3:42 am

I'm terribly sorry for the bump, but is there any chance this could be fixed in the next release? I really miss the good old ouch face... :(

Re: [4.0.0] Where's the "Ouch" face?

by Graf Zahl » Sat May 11, 2019 2:22 am

Obviously, condidering nothing has been done about it yet.

Re: [4.0.0] Where's the "Ouch" face?

by A_D_M_E_R_A_L » Fri May 10, 2019 7:13 pm

Still present in 4.1.1

Re: [4.0.0] Where's the "Ouch" face?

by Player701 » Sun Apr 28, 2019 1:22 am

Just wanted to confirm that this bug is still present as of GZDoom 4.1.0.

Re: [4.0.0] Where's the "Ouch" face?

by Graf Zahl » Fri Apr 19, 2019 12:54 am

Damn, the change got lost in a branch switch, it seems.

Re: [4.0.0] Where's the "Ouch" face?

by Player701 » Fri Apr 19, 2019 12:43 am

I'm not seeing any new commits, and for me the bug is still present...

Re: [4.0.0] Where's the "Ouch" face?

by Graf Zahl » Thu Apr 18, 2019 11:34 pm

I changed the setup but I'm afraid this has to be tested by someone else, I'm not sure it's 100% correct.

Re: [4.0.0] Where's the "Ouch" face?

by Graf Zahl » Sun Apr 14, 2019 4:21 pm

That piece of code is a textbook example of depending on side effects from other places. The main problem being that the old order of things was wrong - the status bar never got the full state of the frame to be displayed. Unfortunately the mug shot code is an area where my knowledge is limited because I only use the alternative HUD myself which doesn't have it.

So what piece of code needs to be moved where? I'm not really sure.

Re: [4.0.0] Where's the "Ouch" face?

by _mental_ » Sun Apr 14, 2019 1:28 am

Indeed, the problem is the value of ouch is always false. This is the consequence of the mentioned change, i.e. the move of StatusBar->CallTick() line.

Re: [4.0.0] Where's the "Ouch" face?

by Player701 » Sun Apr 14, 2019 1:25 am

The call to StatusBar->CallTick has been moved to another place within the P_Ticker function since that commit (see second link), and that could be the cause of the bug. I haven't looked deeper into the whole call chain there, though. What I can say for sure is that the value of the mugshot's FaceHealth field and the player's health appear to be always synchronized but the ouch face code expects them to be different at times.

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