It would seem that this pesky bug has returned. I tested this on the "NewPuff" actor I use for my guns, and sure enough, it was working. And before someone asks, I tried inheriting the A_Saw puff from BulletPuff, and well, nothing happened.Matt, circa Almost 12 years ago wrote:I set A_Saw to use and a puff that does a damage type that should get certain actors into special pain states. The test actor does not go into the desired state.
[GZD 4.2.4] A_Saw and Damage Type...again
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[GZD 4.2.4] A_Saw and Damage Type...again
Re: [GZD 4.2.4] A_Saw and Damage Type...again
Post a runnable sample please.
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Re: [GZD 4.2.4] A_Saw and Damage Type...again
Finally got around to doing this, As they say, better late, then never.
Extremely stripped down version of the original code, but more or less shows the problem (and test pistol gives the intended effect)
Compare the test chainsaw and test pistol objects (they are given for free automatically, just test in MAP32 and "summon doomimprobot")
Both the test weapons utilize the same test puff.
Extremely stripped down version of the original code, but more or less shows the problem (and test pistol gives the intended effect)
Compare the test chainsaw and test pistol objects (they are given for free automatically, just test in MAP32 and "summon doomimprobot")
Both the test weapons utilize the same test puff.
- Attachments
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- hackingexample.pk3
- (1.63 KiB) Downloaded 30 times
Re: [GZD 4.2.4] A_Saw and Damage Type...again
It works as expected because with chainsaw the damage is zero. Pistol usually deals some damage which leads to triggering a pain chance.
For the reference, here is the related condition in code, and the commit that added it.
Set FORCEPAIN flag on HacktoolPuff actor to workaround zero damage case.
For the reference, here is the related condition in code, and the commit that added it.
Set FORCEPAIN flag on HacktoolPuff actor to workaround zero damage case.