[4.10.0] SpawnForced uses 2 as default TID

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Expand view Topic review: [4.10.0] SpawnForced uses 2 as default TID

Re: [4.10.0] SpawnForced uses 2 as default TID

by DrPyspy » Fri Jan 06, 2023 10:51 pm

Ah, my mistake, I had a hunch that something was up. Hopefully this can get fixed before the next major release.

Re: [4.10.0] SpawnForced uses 2 as default TID

by Blue Shadow » Thu Jan 05, 2023 7:24 pm

Nothing has been done to address this issue. In fact, it is still a problem as of 4.11pre-34-g0e5c6e37b.

Re: [4.10.0] SpawnForced uses 2 as default TID

by DrPyspy » Thu Jan 05, 2023 1:57 am

I'm able to confirm that I cannot replicate the issue on the latest dev build (gzdoom-x64-g4.11pre-33-g79a4e4a0e as of writing.) Sorry for the delay, was only able to test it out just now!

Re: [4.10.0] SpawnForced uses 2 as default TID

by Blue Shadow » Fri Dec 23, 2022 3:18 am

I did a few tests. The game mostly assigned that shotgun a TID of -1. Only once or twice maybe did it assign it a TID of 2.

I tested with a very recent development build (post 4.10.0) and 4.8.2. It happens in both.

[4.10.0] SpawnForced uses 2 as default TID

by DrPyspy » Thu Dec 22, 2022 11:49 am

In v4.10.0 of GZDoom, using the SpawnForced function without specifying a TID will cause it to spawn with a TID of 2, rather than the expected 0. This does not happen in v4.9.0.

The attached map spawns 2 shotguns in front of the player. One does not specify a TID, while the other specifies it with a TID of 0. In v4.9.0, the console will report there are 0 things with a TID of 2, but in v4.10.0, it will report 1.
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