[Since ZScript] Bouncing bugginess

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Expand view Topic review: [Since ZScript] Bouncing bugginess

Re: [Since ZScript] Bouncing bugginess

by Graf Zahl » Mon Dec 26, 2016 5:44 pm

No. The problem is in the bouncing code, it needs that flag or it won't work.

The rest of this problem is the same issue as the other one I closed a few hours ago. This is not something that's easily fixed because the logic is so screwed up.

Re: [Since ZScript] Bouncing bugginess

by Major Cooke » Mon Dec 26, 2016 5:36 pm

Scenario 2 and 3 has a bounce type. But, shouldn't Projectile; do that CANPASS business?

Re: [Since ZScript] Bouncing bugginess

by Graf Zahl » Mon Dec 26, 2016 5:27 pm

This cost me quite a bit of time to figure out:

You forgot to set a bounce type. Bouncing missiles require the CANPASS flag, but nothing in your definition sets it, it either needs to be done explicitly or by specifying a bounce type.

Re: [Since ZScript] Bouncing bugginess

by Major Cooke » Mon Dec 26, 2016 4:07 pm

Ugh, damn it all to hell. Welp! Looks like I'm going to be pulling in the bounce states for use after all... This is gonna suck.

Re: [Since ZScript] Bouncing bugginess

by Graf Zahl » Mon Dec 26, 2016 3:45 pm

Sadly these tests are perfectly useless because I cannot go back far enough in commit history to test them on pre-ZScript versions. All I can see is that they do not work, but it's impossible to find out when this broke.

Re: [Since ZScript] Bouncing bugginess

by Major Cooke » Fri Dec 23, 2016 12:03 pm

Ugh. Wish I could find the commit where this changed but I will say it was during one of the refactors. I saw something about the onmobj flag, I think. Still searching for it...

[Since ZScript] Bouncing bugginess

by Major Cooke » Sat Dec 17, 2016 6:14 pm

Code: Select all

Class D : Actor
{
	Actor rr;
	Default
	{
		Monster;
		-COUNTKILL
		+NODAMAGE
		+NOPAIN
		+DONTTHRUST
		Radius 32;
		Height 56;
	}
	States
	{
	Spawn:
		PLAY A 1 NoDelay
		{
			if (A_CheckFloor("Null"))
			{
				Vector3 rocketpos = Vec3Angle(0, angle, height + 12);
				rr = Spawn("BouncyRocket",rocketpos);
				if (rr)
				{
					let br = BouncyRocket(rr);
					if (br)
					{
						br.angle = angle;
						br.A_ChangeVelocity(1,0,-4,CVF_REPLACE);
						return ResolveState(1);
					}
				}
				Destroy();
			}
			return ResolveState(null);
		}
		Wait;
		PLAY A 1
		{
			if (!rr)	Destroy();
		}
		Wait;
	}
}
BouncyRocket code is different for each scenario to demonstrate relative bugs. Note, for this experiment, just summon D, not BouncyRocket.
Spoiler: Scenario 1
Spoiler: Scenario 2
Spoiler: Scenario 3

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