IsReturn always False in PlayerEntered

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Expand view Topic review: IsReturn always False in PlayerEntered

Re: IsReturn always False in PlayerEntered

by gwHero » Sun Nov 12, 2017 4:27 am

Thank you guys. That is really fast.

Re: IsReturn always False in PlayerEntered

by _mental_ » Sun Nov 12, 2017 3:05 am

Fixed in 285834a.

Re: IsReturn always False in PlayerEntered

by ZZYZX » Sat Nov 11, 2017 7:52 pm

IIRC I'm setting IsReturn to true if the map was unarchived directly before PlayerEntered. Not sure where the source of this issue may be.

IsReturn always False in PlayerEntered

by gwHero » Sat Nov 11, 2017 4:31 pm

When hooking on event PlayerEntered (ZScript), the value of IsReturn in PlayerEvent is always false when travelling between maps in a hub.

I have included a very small pk3 with a titlemap, map01 with teleport to map02 and map02 with teleport back to map01 (just walk to the Exit signs)
It makes no difference if I use a gameinfo event handler (static or non static) or MAP event handlers.

Code of the EventHandler:

Code: Select all

	
	override void PlayerEntered(PlayerEvent e)
	{

		if (e.IsReturn == false)
			console.printf ("starting level.....");
		else 
			console.printf ("returning level.....");

	}
Funny thing is, that only in the titlemap which is not part of the hub, the value is True. (see the console messages)

Tested with GZDoom 3.2 official release and devbuild g3.3pre-58-gd4ebe51
Attachments
test1.pk3
(3.09 KiB) Downloaded 28 times

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