[Fixed] IsReturn always False in PlayerEntered

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IsReturn always False in PlayerEntered

Postby gwHero » Sat Nov 11, 2017 5:31 pm

When hooking on event PlayerEntered (ZScript), the value of IsReturn in PlayerEvent is always false when travelling between maps in a hub.

I have included a very small pk3 with a titlemap, map01 with teleport to map02 and map02 with teleport back to map01 (just walk to the Exit signs)
It makes no difference if I use a gameinfo event handler (static or non static) or MAP event handlers.

Code of the EventHandler:
Code: Select allExpand view
   
   override void PlayerEntered(PlayerEvent e)
   {

      if (e.IsReturn == false)
         console.printf ("starting level.....");
      else
         console.printf ("returning level.....");

   }


Funny thing is, that only in the titlemap which is not part of the hub, the value is True. (see the console messages)

Tested with GZDoom 3.2 official release and devbuild g3.3pre-58-gd4ebe51
Attachments
test1.pk3
(3.09 KiB) Downloaded 1 time
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gwHero
 
Joined: 08 May 2017
Location: The Netherlands

Re: IsReturn always False in PlayerEntered

Postby ZZYZX » Sat Nov 11, 2017 8:52 pm

IIRC I'm setting IsReturn to true if the map was unarchived directly before PlayerEntered. Not sure where the source of this issue may be.
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ZZYZX
I SEE WHAT YOU DID THERE
 
Joined: 14 Oct 2012
Location: Ukraine

Re: IsReturn always False in PlayerEntered

Postby _mental_ » Sun Nov 12, 2017 4:05 am

Fixed in 285834a.
_mental_
 
 
 
Joined: 07 Aug 2011

Re: IsReturn always False in PlayerEntered

Postby gwHero » Sun Nov 12, 2017 5:27 am

Thank you guys. That is really fast.
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gwHero
 
Joined: 08 May 2017
Location: The Netherlands


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