A_LookEx with LOF_NOJUMP flag jumps to See state regardless?

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: A_LookEx with LOF_NOJUMP flag jumps to See state regardless?

Re: A_LookEx with LOF_NOJUMP flag jumps to See state regardl

by Graf Zahl » Sat Jul 13, 2019 3:27 am

Looks all correct to me.

Re: A_LookEx with LOF_NOJUMP flag jumps to See state regardl

by _mental_ » Sat Jul 13, 2019 2:57 am

So, what doesn't work here exactly? State switch can be avoided with LOF_NOJUMP flag. See sound can be disabled with LOF_NOSEESOUND flag.

Re: A_LookEx with LOF_NOJUMP flag jumps to See state regardl

by Blue Shadow » Fri Jul 12, 2019 11:27 pm

Yeah, I noticed the SeeSound thing during my testing. I think you might want to create a new bug report for that, since it and the bug report in the OP are about two different things.

Re: A_LookEx with LOF_NOJUMP flag jumps to See state regardl

by Cherno » Fri Jul 12, 2019 3:17 pm

Ok, after some further testing it seems like the jump to a specified state ("See" by default) is indeed averted, but I still think there is buggy behavior seeing as the alert sound is played as if the monster was alerted.

Code: Select all

class ZombiemanTest : Zombieman replaces Zombieman
{
	States
	{
		Spawn:
		POSS AB 10
		{
			A_LookEx(LOF_NOJUMP,0,0,0,0,"See");//monster doesn't jump to the See state, but plays alert sound constantly.
		}
		Loop;

	}
}
I assume that the workaround is clear the default alertsound and play one manually via PlaySound() when the monster becomes alerted.

Re: A_LookEx with LOF_NOJUMP flag jumps to See state regardl

by Blue Shadow » Sun Jun 23, 2019 5:08 pm

You might want to provide a runnable example which produces the problem, because in my tests the flag works fine.

A_LookEx with LOF_NOJUMP flag jumps to See state regardless?

by Cherno » Sun Jun 23, 2019 9:41 am

Did anyone recently used A_LookEx with the LOF_NOJUMP flag successfully? Apparently, the flag is ignored and it always jumps to the monster's See state (no matter which State you provide, even "null").

Code: Select all

Spawn:
		BATH BBCCDDEEDDCCBB 1
		{
			A_LookEx(LOF_NOJUMP, 0, 0, 0, 180, "See");
		}
		Loop;

		See:
		TNT1 A 0
		{
			A_Log("Chase");
		}
		BATH B 1 A_Chase;
                Loop;

Top