by AFADoomer » Sat Apr 27, 2024 4:58 pm
Yeah, I don't think weapon slots were intended to work, and this really is a mod-side bug - but this didn't happen in older versions, and really needs to be handled gracefully. Plus I'm running into problems in Blade of Agony where the player doesn't get their proper weapon selection ability back even if there aren't weapon slots defined in the morph PlayerPawn actors.
I can restore the proper weapon slot behavior by, in the PowerMorph descendant actor, saving a pointer to the alternative (original) actor, unmorphing, then calling WeaponSlots.SetupWeaponSlots(<saved alternative actor>).
I think the only time that the weapon slots get set is in PlayerPawn's PostBeginPlay and in the savegame code (call to WeaponSlots.SetupWeaponSlots(self);) - so I'm not sure why this is necessary, but...
Yeah, I don't think weapon slots were intended to work, and this really is a mod-side bug - but this didn't happen in older versions, and really needs to be handled gracefully. Plus I'm running into problems in Blade of Agony where the player doesn't get their proper weapon selection ability back even if there aren't weapon slots defined in the morph PlayerPawn actors.
I can restore the proper weapon slot behavior by, in the PowerMorph descendant actor, saving a pointer to the alternative (original) actor, unmorphing, then calling [c]WeaponSlots.SetupWeaponSlots(<saved alternative actor>)[/c].
I think the only time that the weapon slots get set is in PlayerPawn's PostBeginPlay and in the savegame code (call to [c]WeaponSlots.SetupWeaponSlots(self);[/c]) - so I'm not sure why this is necessary, but...