IsReturn always False in PlayerEntered

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gwHero
Posts: 360
Joined: Mon May 08, 2017 3:23 am
Graphics Processor: Intel with Vulkan/Metal Support
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IsReturn always False in PlayerEntered

Post by gwHero »

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 all

	
	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 26 times
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ZZYZX
 
 
Posts: 1384
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Location: Ukraine
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Re: IsReturn always False in PlayerEntered

Post by ZZYZX »

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.
_mental_
 
 
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Re: IsReturn always False in PlayerEntered

Post by _mental_ »

Fixed in 285834a.
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gwHero
Posts: 360
Joined: Mon May 08, 2017 3:23 am
Graphics Processor: Intel with Vulkan/Metal Support
Location: The Netherlands

Re: IsReturn always False in PlayerEntered

Post by gwHero »

Thank you guys. That is really fast.
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