by Jekyll Grim Payne » Thu Jul 07, 2022 10:15 am
Might be a case of
this, however, the explanation in that thread doesn't seem applicable.
I'm not sure if this is a bug or an oversight. I tested in 4.8.0, 4.8.2 and I remember seeing this behavior earlier as well.
A_FireProjectile returns null when a projectile is fired into a wall or an enemy at a point-blank range, even if the projectile is NOT actually destroyed but instead enters a Death/Crash/XDeath state sequence. This makes no sense to me, since projectiles may still exhibit complex behavior at that point (for example, I need to dynamically set a spawned projectile's sprite and damage from the weapon when it's fired).
Might be a case of [url=https://forum.zdoom.org/viewtopic.php?f=2&t=68637]this[/url], however, the explanation in that thread doesn't seem applicable.
I'm not sure if this is a bug or an oversight. I tested in 4.8.0, 4.8.2 and I remember seeing this behavior earlier as well.
A_FireProjectile returns null when a projectile is fired into a wall or an enemy at a point-blank range, even if the projectile is NOT actually destroyed but instead enters a Death/Crash/XDeath state sequence. This makes no sense to me, since projectiles may still exhibit complex behavior at that point (for example, I need to dynamically set a spawned projectile's sprite and damage from the weapon when it's fired).