[Not a bug] [g85449a6] A_RadiusGive with huge distance and DV.wad MAP05

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[g85449a6] A_RadiusGive with huge distance and DV.wad MAP05

Postby Beed28 » Tue Jun 23, 2015 7:07 pm

I just cannot for the life of me to get a map-wide A_RadiusGive to work with DV.wad MAP05. For those who don't know, MAP05 in DV.wad combines all four of its maps into one unabridged epic. Being such a huge map, I cannot get A_RadiusGive to affect the whole thing. The distance values I tried are 24000, 16383, 26687, etc. Is it not working properly?
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Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA

Postby Gez » Wed Jun 24, 2015 7:14 am

What you're trying to do is clearly hacky; the radius functions (be they for damage or for given things) were never meant to affect the entire map. You'd be better off with a dedicated map-wide function, which unfortunately will probably be a WFDS thing.
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Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA

Postby Zhs2 » Wed Jun 24, 2015 10:09 am

Strangely enough, A_RadiusGive doesn't go through walls. Why not intermittent bursts that travel with the player?
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Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA

Postby Gez » Wed Jun 24, 2015 10:28 am

Zhs2 wrote:Strangely enough, A_RadiusGive doesn't go through walls.

It's not strange. It uses the same system as radius damage.

Historical reminder: RadiusGive was created to put an end to hacks where people used radius damage with custom damage type to get actors into a custom pain state. It's a direct replacement for this hacky system, so the base idea of affecting stuff in a radius in the same way explosions do -- which includes not affecting things that are behind cover -- remains. This is in large part because it uses the same code to detect affected things, it doesn't come up with a new algorithm.
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Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA

Postby Blue Shadow » Wed Jun 24, 2015 11:23 am

There is RGF_NOSIGHT, though...
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Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA

Postby NeuralStunner » Fri Jun 26, 2015 10:48 am

Gez wrote:It's a direct replacement for this hacky system, so the base idea of affecting stuff in a radius in the same way explosions do
Not quite, unfortunately.Unless this was quietly changed at some point.
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Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA

Postby Major Cooke » Mon Jun 29, 2015 7:12 pm

Use RGF_NOSIGHT in order to give it map-wide unconditionally. If that doesn't work, try updating ZDoom because this bug was addressed directly by Graf.
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Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA

Postby Beed28 » Sun Jul 05, 2015 8:32 am

Tried ZDoom revision g9edf409, and it still doesn't work, even with RGF_NOSIGHT.

----

EDIT: I think I've found a workaround! It seems to work on huge maps like DV.wad MAP05; will this do?
Code: Select allExpand view
for(int xCount=-6; xCount<7; xCount++)
   {
   for(int yCount=-6; yCount<7; yCount++)
      {
      SpawnForced("RadiusGiveActor", 335544320*xCount, 335544320*yCount, 0, 0, 0);
      }
   }


The radius of the actor's A_RadiusGive is 5120.
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