[Fixed] Broken chainsaw in BD v21

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Broken chainsaw in BD v21

Postby drfrag » Mon Jan 07, 2019 3:07 pm

Warrex wrote:The chainsaw does not latch to enemies anymore when using GZDoom 3.7.0 or 3.7.1. Works up to 3.6.0.
Warrex wrote:For me the chainsaw does not stick to the enemy with the regular WIn64 build and Sergeant_Mark_IV writes: "They messed up the way AxeBlood works. Please report it to the GZDoom devs."

https://www.moddb.com/mods/brutal-doom/ ... ing#thread
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Re: Broken chainsaw in BD v21

Postby Graf Zahl » Mon Jan 07, 2019 3:52 pm

Like I said in the other thread, that explanation is a bit thin. Apparently he abused some undefined behavior that didn't survive the latest change to that code.
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Re: Broken chainsaw in BD v21

Postby Warrex » Mon Jan 07, 2019 4:23 pm

I asked Sergeant_Mark_IV for more details over at that moddb thread and will report back here if he answers.
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Re: Broken chainsaw in BD v21

Postby Korell » Mon Jan 07, 2019 6:27 pm

He responded with this:
The chainsaw uses +WEAPON.AXEBLOOD to spawn a different blood type called "SawBlood" (it's defined as secondary blood type for monsters). This blood actor spawns different blood effects, and gives the required inventory item to "tell" the player's weapon to jump to the latch animation, but the blood puff is not spawning at all.

Does this help?
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Re: Broken chainsaw in BD v21

Postby _mental_ » Sat Jan 12, 2019 6:11 am

Fixed in b7adc40.
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Re: Broken chainsaw in BD v21

Postby Graf Zahl » Sat Jan 12, 2019 6:43 am

Thanks. This means that a release should be ready tomorrow. I first want to scan through my recent code to see if something needs to be copied over that hasn't been applied yet to the maintenance branch.
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Re: Broken chainsaw in BD v21

Postby Graf Zahl » Sat Jan 12, 2019 8:37 am

I picked all except the new array features. Didn't you want to list the fix for index order instead?
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Re: Broken chainsaw in BD v21

Postby _mental_ » Sat Jan 12, 2019 8:42 am

Well, I wanted to include all changes related to ZScript arrays.
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