Regression bug: Thing_Destroy no longer overrides Invul flag

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Regression bug: Thing_Destroy no longer overrides Invul flag

Postby Bauul » Fri Jul 17, 2020 4:55 pm

In 4.3.3 (and I tested as far back as 3.2.5) a Thing that was given Invulnerability through a Power-Up could be destroyed by Thing_Destroy even without the need for the Extreme flag.

In 4.4.4, this no longer is the case, and the Extreme flag is required. This will break any scripts that previously left the Extreme flag out.

In my specific case (simplified), monster TID 1 is given an Invul powerup by another Thing, with a line like this:
Code: Select allExpand view
A_RadiusGive("InvunEBoss",1024,RGF_MONSTERS,1)


With the custom InvunEBoss item being a simple:
Code: Select allExpand view
ACTOR InvunEBoss : PowerInvulnerable
{
  Powerup.Duration 110
}


Then a few tics later, ACS script like this is run:
Code: Select allExpand view
Script "Destroy monster" (void)
{
   Thing_Destroy(1);
}


In 4.3.3 and earlier, Monster TID 1 would die, while in 4.4.2 it remains alive.
Bauul
 
Joined: 29 Aug 2016

Re: Regression bug: Thing_Destroy no longer overrides Invul

Postby Blue Shadow » Sat Jul 18, 2020 12:47 am

Could you post a demo that produces the issue, for testing? Because in a test I made, with both 4.3.3 and a development build (g4.5pre-61-g4de8851e0), I needed to set the extreme parameter to 1 for Thing_Destroy to kill the invulnerable monster.
User avatar
Blue Shadow
 
 
 
Joined: 14 Nov 2010
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Regression bug: Thing_Destroy no longer overrides Invul

Postby Bauul » Sat Jul 18, 2020 1:34 am

Sure, I'll see if I can pull one together. I'll need to extract it from Elementalism, so it might take a little time to get the relevant parts out.
Bauul
 
Joined: 29 Aug 2016


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