CheckReplacement()'s e.IsFinal is ignored in ACS spawning

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Expand view Topic review: CheckReplacement()'s e.IsFinal is ignored in ACS spawning

Re: CheckReplacement()'s e.IsFinal is ignored in ACS spawnin

by Marisa the Magician » Mon Sep 24, 2018 11:44 am

Makes sense that it would behave that way if it's being called twice.

If these functions are already checking for replacement before they call Spawn, then they shouldn't do the same again.

CheckReplacement()'s e.IsFinal is ignored in ACS spawning

by Fishytza » Mon Sep 24, 2018 11:32 am

(This has nothing to do with the other CheckReplacement() bug report)

Spawning something via ACS (or the old Thing_Spawn* functions, which can be line specials by themselves) completely ignores e.IsFinal being explicitly set to 'true'.
checkrepfinal_acsspawn_test.pk3
Load with DOOM2, start New Game
(1.98 KiB) Downloaded 106 times
In this test PK3, ZombieMan is replaced with ShotgunGuy via CheckReplacemet(), with e.IsFinal being true.
ShotgunGuy is replaced by a Cacodemon copy via the 'replaces' keyword.

In the test map, one zombieman is placed via map editor, it gets replaced with a shotgunner as it should be. There are three mapspots which a ACS script will also spawn zombiemen at. However, it is here where e.IsFinal is ignored and cacodemons spawn instead. The ACS script uses various spawning functions.

I think I've narrowed it down to these three: P_Thing_Spawn, P_Thing_Projectile and DLevelScript::DoSpawn

In particular, each of them has this pattern:

Code: Select all

kind = kind->GetReplacement(); //This is called first
....
actor = Spawn (kind, pos, ALLOW_REPLACE); //ALLOW_REPLACE ensures GetReplacement() is called again

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