by Accensus » Mon Jun 15, 2020 3:47 pm
Here's the situation:
I have this
line right here. What this override does is it makes every poisoned enemy call A_Explode. So far so good, but some enemies have +DONTHARMSPECIES, which makes this attack do practically nothing on themselves or other nearby actors of the same species if XF_NOTMISSILE is supplied. Omitting it works as expected (by me).
Here are some actors to test with:
Code: Select all
class DoomImp1 : DoomImp
{
Default
{
+DONTHARMCLASS
}
override void PostBeginPlay()
{
A_Explode (500, 260, XF_NOTMISSILE | XF_HURTSOURCE, false, 180);
Super.PostBeginPlay();
}
}
class DoomImp2 : DoomImp
{
Default
{
Species "SomeImp";
+DONTHARMSPECIES
}
override void PostBeginPlay()
{
A_Explode (500, 260, XF_NOTMISSILE | XF_HURTSOURCE, false, 180);
Super.PostBeginPlay();
}
}
Neither of these will die when they are spawned. If you remove XF_NOTMISSILE, they will.
The reason I'm reporting this is to determine if this is a legit bug or if a foil flag could be added to A_Explode to allow explicit damaging of same-species actors.
Here's the situation:
I have this [url=https://gitlab.com/accensi/bullet-crew/bullet-eye/-/blob/eeca164797dc5cd73c04aa53c7b15d4804590665/ZActors/Weapons/Rapid/ViperWave.zsc#L20]line right here.[/url] What this override does is it makes every poisoned enemy call A_Explode. So far so good, but some enemies have +DONTHARMSPECIES, which makes this attack do practically nothing on themselves or other nearby actors of the same species if XF_NOTMISSILE is supplied. Omitting it works as expected (by me).
Here are some actors to test with:
[code]class DoomImp1 : DoomImp
{
Default
{
+DONTHARMCLASS
}
override void PostBeginPlay()
{
A_Explode (500, 260, XF_NOTMISSILE | XF_HURTSOURCE, false, 180);
Super.PostBeginPlay();
}
}
class DoomImp2 : DoomImp
{
Default
{
Species "SomeImp";
+DONTHARMSPECIES
}
override void PostBeginPlay()
{
A_Explode (500, 260, XF_NOTMISSILE | XF_HURTSOURCE, false, 180);
Super.PostBeginPlay();
}
}[/code]
Neither of these will die when they are spawned. If you remove XF_NOTMISSILE, they will.
The reason I'm reporting this is to determine if this is a legit bug or if a foil flag could be added to A_Explode to allow explicit damaging of same-species actors.