[>r2560]A_Explode(1,..) stopped doing pain to victims

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Expand view Topic review: [>r2560]A_Explode(1,..) stopped doing pain to victims

Re: [>r2560]A_Explode(1,..) stopped doing pain to victims

by Graf Zahl » Sun Oct 23, 2016 3:39 pm

That's what I'd imagine.

Re: [>r2560]A_Explode(1,..) stopped doing pain to victims

by Edward-san » Sun Oct 23, 2016 2:41 pm

Just one question: if the victim is not exactly at the center of the explosion by 'A_Explode(1,..)', then the damage is always truncated to 0, right?

Re: [>r2560]A_Explode(1,..) stopped doing pain to victims

by Edward-san » Wed Oct 19, 2016 2:58 pm

Hm, indeed, because the other wad in the ticket (exploderadius.wad) worked fine with that version. I'll bisect again and let you know.

Re: [>r2560]A_Explode(1,..) stopped doing pain to victims

by Graf Zahl » Wed Oct 19, 2016 2:47 pm

No, that makes perfect sense. But that particular piece of code doesn't exist anymore, so it cannot be the cause right now.

Re: [>r2560]A_Explode(1,..) stopped doing pain to victims

by Edward-san » Wed Oct 19, 2016 2:39 pm

Hm, according to the bisecting, the 'problem' was introduced since r3523. Sounds strange, doesn't it?

Re: [>r2560]A_Explode(1,..) stopped doing pain to victims

by Major Cooke » Wed Oct 19, 2016 2:23 pm

Also +CAUSEPAIN is now your solution.

Re: [>r2560]A_Explode(1,..) stopped doing pain to victims

by Graf Zahl » Wed Oct 19, 2016 2:09 pm

Are you aware how much damage this attack causes? Precisely - zero! If that caused pain it may have abused a side effect of something, And guess what: There was a minor bug in P_RadiusAttack that let fractional damage slip through which got fixed between 2.5.0 and now. And if I remember correctly it got reported for the precise reason that it caused pain in situations where it shouldn't have.

[>r2560]A_Explode(1,..) stopped doing pain to victims

by Edward-san » Wed Oct 19, 2016 1:32 pm

See this zandronum ticket.

If you load exploderadius_02.wad, the monsters don't get any pain. It used to work in zdoom r2560 (or also in zdoom 2.5.0). Surely the damage code was changed a lot...

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