Revenant has subtly different Missile frames

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Expand view Topic review: Revenant has subtly different Missile frames

Re: Revenant has subtly different Missile frames

by Graf Zahl » Wed Aug 27, 2014 3:05 am

I can't remember. The error came in when I added the DECORATE version of the Revenant. These definitions were taken from an older project of mine so the change was most likely not related to ZDoom.

Changed back.

Re: Revenant has subtly different Missile frames

by edward850 » Wed Aug 27, 2014 2:48 am

The only thing I can think of is a possible infinite recursion, but I don't see one that can be caused by A_FaceTarget, as it doesn't set anything other than angle and stealth visibility.

Re: Revenant has subtly different Missile frames

by Graf Zahl » Wed Aug 27, 2014 2:42 am

I seem to recall that this was done for a good reason but I do not remember what it is precisely.

Revenant has subtly different Missile frames

by edward850 » Wed Aug 27, 2014 1:41 am

In Doom, the revenant's first two attack frames are defined as:

Code: Select all

    {SPR_SKEL,32777,0,{A_FaceTarget},S_SKEL_MISS2,0,0},	// S_SKEL_MISS1
    {SPR_SKEL,32777,10,{A_FaceTarget},S_SKEL_MISS3,0,0},	// S_SKEL_MISS2
However, ZDoom moves a tic to the first frame:

Code: Select all

    SKEL J 1 Bright A_FaceTarget
    SKEL J 9 Bright A_FaceTarget
While it's not really a game changer, it is still visually different (although hard to spot).

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