[Fixed] [4.7.1] Changing SHADOW via mbf21 codepointers does not work

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[4.7.1] Changing SHADOW via mbf21 codepointers does not work

Postby Doomy__Doom » Fri May 13, 2022 12:38 pm

I made a custom dehacked monster for my map, which uses A_AddFlags and A_RemoveFlags mbf21 codepointers to change SHADOW and SHOOTABLE flags, making and arch-vile that is only visible and damageable during resurrection animation. During chase loop, it is supposed to be invisible (spectre-blurred) and invulnerable.

On GZD 4.7.1, flipping the SHOOTABLE flag works as expected, but flipping SHADOW doesn't - the monster remains permanently invisible.

Attaching minimal replication scenario map with 1 custom vile and zombiemen to kill/res.

Correct behaviour can be observed on dsda-doom, Woof, Odamex, DelphiDoom. Example video with expected behaviour on dsda-doom (timestamped)
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Operating System: Windows 10/8.1/8/201x 64-bit
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Re: [4.7.1] Changing SHADOW via mbf21 codepointers does not

Postby Blue Shadow » Fri May 13, 2022 4:52 pm

The flag is changed successfully, in my tests. It's just that, as far as I know, the SHADOW flag doesn't alter an actor's appearance. It merely makes things targeting the actor with the flag inaccurate.
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Re: [4.7.1] Changing SHADOW via mbf21 codepointers does not

Postby Graf Zahl » Sat May 14, 2022 12:53 am

This will need extra treatment when used with MBF21. In the original game the flag itself defines the render style as well.
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Re: [4.7.1] Changing SHADOW via mbf21 codepointers does not

Postby Graf Zahl » Mon May 23, 2022 3:51 am

fixed
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