by Gez » Mon Aug 13, 2012 3:39 am
Meh.
This bug could be avoided(and is avoided in my case) placing A_UnsetShootable in Death state. Howewer this is not intuitive.
Shootable projectiles are not intuitive either. The Doom engine was never designed with the idea that projectiles can be shot. They use their Death state, but they are directly sent to it when they impact, instead of being sent to it by being explicitly killed. (They keep all their hit points.)
Also, I see this as no different from having to use A_Fall (or A_NoBlocking) in the death state sequence of a monster.
Meh.
[quote]This bug could be avoided(and is avoided in my case) placing A_UnsetShootable in Death state. Howewer this is not intuitive.[/quote]
Shootable projectiles are not intuitive either. The Doom engine was never designed with the idea that projectiles can be shot. They use their Death state, but they are directly sent to it when they impact, instead of being sent to it by being explicitly killed. (They keep all their hit points.)
Also, I see this as no different from having to use A_Fall (or A_NoBlocking) in the death state sequence of a monster.