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by kevansevans » Sun Jun 05, 2022 3:56 pm
With current behavior, if you define multiple weapons in a morph class, it will only grant the last defined weapon. In this example:
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Player.MorphWeapon "WeaponA";
Player.MorphWeapon "WeaponB";
Player.MorphWeapon "WeaponC";
The player will only be granted WeaponC because it is defined last. The desired behavior should be that all three weapons (or more) are granted.
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kevansevans
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by Rachael » Sun Jun 05, 2022 5:27 pm
With the existing morph system this likely would be a lot of work. Having a morph active will block you from switching weapons, and this is by design from the original Heretic/Hexen implementation of it.
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Rachael
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by kevansevans » Mon Jun 06, 2022 1:47 pm
I take it that this weapon limitation isn't the same sort of list of weapons that a default player uses? I imagine it would be an easier path if treated so, as having a singular weapon in this list (as in the case of heretic/hexen) would behave exactly the same as denying the ability to switch weapons.
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kevansevans
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by Graf Zahl » Mon Jun 06, 2022 2:23 pm
I really prefer not to touch the morph code - it was one of those features that in hindsight should never have been added in their current form.
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Graf Zahl
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by kevansevans » Mon Jun 06, 2022 3:10 pm
That's understandable, even working with it in ZScript feels super hacky. I'd volunteer to figure it out if I was any decent with C++. Is any of the morph code exposed in ZScript? I couldn't find anything poking around.
EDIT: Found some parts of it, but definitely nothing accessible that I can change this behavior and offer it as a pull request. Oh well! I'll take the No on this one, maybe bump it if I ever decided to dig my teeth into the deeper source.
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kevansevans
- Disciple of The Great God Imp
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- Joined: 05 Oct 2010
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