A_CustomRailgun with spawnofs_xy and aim:2 swaps offset axis

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Expand view Topic review: A_CustomRailgun with spawnofs_xy and aim:2 swaps offset axis

Re: A_CustomRailgun with spawnofs_xy and aim:2 swaps offset

by Graf Zahl » Mon Apr 22, 2019 10:10 am

Not for 4.1. That's too close.

Re: A_CustomRailgun with spawnofs_xy and aim:2 swaps offset

by InsanityBringer » Mon Apr 22, 2019 8:04 am

any chance of a corrective flag, then? (or heck just a scripted version of the function...) I would like to be able to use the proper behavior for aim mode 2.

Re: A_CustomRailgun with spawnofs_xy and aim:2 swaps offset

by Graf Zahl » Sun Apr 21, 2019 11:54 pm

InsanityBringer wrote: This bug seems to be fairly longstanding
Meaning that actually changing behavior is not an option. Who knows how many mods depend on it.

A_CustomRailgun with spawnofs_xy and aim:2 swaps offset axis

by InsanityBringer » Sun Apr 21, 2019 7:20 pm

https://drive.google.com/file/d/12APs6A ... sp=sharing

Take this archive that has a basic port of the Gladiator enemy from Quake II. It has two monsters, Gladiator and AimGladiator. The Gladiator has aim:2 in its A_CustomRailgun call, and this causes the spawnofs_xy param to move forwards and backwards instead of left to right. The AimGladiator, however, has aim:1 for the railgun, and it moves the railgun source left/right as needed.

This bug seems to be fairly longstanding, since the actor isn't very complex at all, I was able to load it in one of the last dev builds of zdoom that supported zscript (far back enough that the -zscript param was needed), and the railgun seems to have the same issue there.

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