by NeuralStunner » Mon Feb 01, 2010 10:03 pm
It appears FastProjectile classes don't actually die (become inactive) like standard projectiles do when they hit geometry, but only stop.
- Load up the attached wad, start a game, and give yourself all weapons, and.
- Switch to slot 8. This is a pistol clone that fires a FastProjectile bullet (with Speed 32, which is slow, but I wanted stable collision).
- Look at the ceiling and fire. The A_ChangeVelocity pointer in the TestBullet's Death state (used to make the "puff" rise) causes the missile to continually hit the ceiling, causing a cacophony (

) of noise.
- Now switch to slot 9. This is an identical pistol, except it fires a second type of pseudo-bullet which is a regular projectile. This missile dies only once against the ceiling, as expected.
(Once again, I checked all the way back to r1727 - this bug was present then as well.)
It appears FastProjectile classes don't actually die (become inactive) like standard projectiles do when they hit geometry, but only stop.
- Load up the attached wad, start a game, and give yourself all weapons, and.
- Switch to slot 8. This is a pistol clone that fires a FastProjectile bullet (with Speed 32, which is slow, but I wanted stable collision).
- Look at the ceiling and fire. The A_ChangeVelocity pointer in the TestBullet's Death state (used to make the "puff" rise) causes the missile to continually hit the ceiling, causing a cacophony ( ;) ) of noise.
- Now switch to slot 9. This is an identical pistol, except it fires a second type of pseudo-bullet which is a regular projectile. This missile dies only once against the ceiling, as expected.
(Once again, I checked all the way back to r1727 - this bug was present then as well.)