Alterered activationtype for Actors not saved in Savegames

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XxMiltenXx
Posts: 219
Joined: Wed Jan 08, 2014 8:40 am
Graphics Processor: nVidia with Vulkan support
Location: Germany

Alterered activationtype for Actors not saved in Savegames

Post by XxMiltenXx »

Changes to the activationtype within an actor will not get saved in Savegame. After loading it will be reset to the setting that was defined in the "Default" section.

I have attached an example actor which will constantly log his Activationtype. If you start the game it will be 256, if you save and load that savegame it will be 0. If you would define "Activation THINGSPEC_ThingActs" as a default property, it would be reset to 1 and so on.

For easier testing I have attached a PK3 file that contains the same actor.

This was tested the latest devbuild:
[x64-g3.4pre-245-g4ab6034]

Code: Select all

Class ActivationChanger : Actor replaces Zombieman
{
	Default
	{
		+SOLID;
		Height 64;
		Radius 32;
	}
	States
	{
	Spawn: 
		POSS A 1;
		Loop;
	}
	
	override void PostBeginPlay()
	{
		activationtype = THINGSPEC_Activate;
		bUseSpecial = TRUE;
		
		Super.PostBeginPlay();
	}
	
	override void Tick()
	{
		A_LogInt(activationtype);
	
		Super.Tick();
	}
	
	override void Activate(Actor activator)
	{
		A_Log("You Activated me");
		
		activationtype = THINGSPEC_Activate;
		bUseSpecial = TRUE;
	}
}
ActivationFlags.pk3
(385 Bytes) Downloaded 27 times
_mental_
 
 
Posts: 3812
Joined: Sun Aug 07, 2011 4:32 am

Re: Alterered activationtype for Actors not saved in Savegam

Post by _mental_ »

Fixed in b0261d9.
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