[Fixed] Chaos Device laughter ignores player class

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Chaos Device laughter ignores player class

Postby argv » Tue Oct 24, 2017 2:57 pm

The ArtiTeleport class uses A_PlaySound to play the sound of Corvus laughing. Problem: even if the artifact is used by a PlayerPawn whose SoundClass isn't “player”, and there is some other applicable playersound for “*evillaugh”, it won't get played; Corvus' laughter is still used.

The offending call is on wadsrc/static/zscript/raven/artitele.txt line 52.
argv
 
Joined: 30 Aug 2016

Re: Chaos Device laughter ignores player class

Postby _mental_ » Wed Oct 25, 2017 12:16 am

Post a runnable sample please.
_mental_
 
 
 
Joined: 07 Aug 2011

Re: Chaos Device laughter ignores player class

Postby argv » Wed Oct 25, 2017 11:13 am

Okay. The attached pk3 adds a player class “Test” that changes two sounds: you get the laughter for *usefail (try to push a wall but fail), and a grunt for *evillaugh (use a Chaos Device). The former works, but the latter doesn't.
Attachments
laughbugdemo.pk3
(623 Bytes) Downloaded 6 times
argv
 
Joined: 30 Aug 2016

Re: Chaos Device laughter ignores player class

Postby _mental_ » Thu Oct 26, 2017 9:26 am

It was that call indeed. Fixed in 79bdfe4.
_mental_
 
 
 
Joined: 07 Aug 2011


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