[ZScript] A_Jump broken

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Expand view Topic review: [ZScript] A_Jump broken

Re: [ZScript] A_Jump broken

by Major Cooke » Fri Oct 28, 2016 6:57 pm

Thanks for this!

Re: [ZScript] A_Jump broken

by Leonard2 » Fri Oct 28, 2016 6:21 pm

Here.
Should also make sure to disallow ellipses before the last parameter and print an error for that.

Re: [ZScript] A_Jump broken

by Graf Zahl » Fri Oct 28, 2016 7:41 am

I haven't looked into it yet.

Re: [ZScript] A_Jump broken

by Major Cooke » Fri Oct 28, 2016 6:59 am

This still persists after all the recent changes.

Code: Select all

Actor A
{
	var int user_a;
	+NOINTERACTION
	RenderStyle Add
	States
	{
	Spawn:
		PLAY A -1 NoDelay
		{
			return A_Jump(256,"S1","S2","S3");
		}
		
	S1:
	S2:
	S3:
		PLAY A 5
		Stop
	}
}

[ZScript] A_Jump broken

by Major Cooke » Thu Oct 27, 2016 8:38 am

Using this newest commit, I compiled zdoom once more and it turns out that A_Jump statements are completely broken (using the D4D mod I sent you, Graf).

Code: Select all

"D4D.pk3:decorate/weapons/pistol.aed" line 476:
Too many arguments in call to A_Jump
Also:

Code: Select all

15>C:\Games\doom 2\zdoom\src\scripting\thingdef_data.cpp(455): warning C4018: '<': signed/unsigned mismatch

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