Skip Spawn sprite name check for actors with models attached

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Skip Spawn sprite name check for actors with models attached

Postby Jekyll Grim Payne » Fri Mar 19, 2021 12:54 pm

Normally if you have a MODELDEF definition that attaches a model to an actor's sprite, that sprite doesn't have to be a real sprite name, it can be anything. (I often use something like 0000 or MODL.) But there's one exception to it: if a non-existent sprite name is used like that as the very first sprite in the actor's Spawn state, even if a model is attached to it, it won't spawn and will report a "has no frames" error.

This can be circumvented by either defining an existing sprite name, or by adding TNT1 A 0 as the first sprite.

What's more, this only affects pre-placed actors. If an actor is spawned or dropped by another actor, or spawned via console, then the sprite name check is skipped and you'll see the actor with the model properly attached.

This seems like an oversight, so I suggest skipping the check for models entirely.
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Jekyll Grim Payne
Joined: 21 Jul 2008
Discord: Agent_Ash#4401
Github ID: jekyllgrim
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

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