[Fixed] [4.7.0] Dynamic light binding issue

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[4.7.0] Dynamic light binding issue

Postby Ghost Prototype » Thu Sep 23, 2021 2:26 am

Adding Light("") to an actor's state doesn't cast the defined dynamic light in GLDEFS.
I created a quick replacement class for the doom imp. In the missile or melee state, it's supposed to spawn a blueish light.

Works as intended in 4.6.1
Tested in 4.6.1 & 4.7.0
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Re: [4.7.0] Dynamic light binding issue

Postby drfrag » Thu Sep 23, 2021 4:15 am

The class is named NewImp. It doesn't work in LZDoom either with the recent light changes.
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Re: [4.7.0] Dynamic light binding issue

Postby Graf Zahl » Thu Sep 23, 2021 4:02 pm

Fixed. The conditions for flagging actors to recreate their lights was not correct.
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Re: [4.7.0] Dynamic light binding issue

Postby drfrag » Thu Sep 23, 2021 5:12 pm

For me it crashes in the vintage build due to a missing null pointer check, i guess it will crash upstream too. https://github.com/coelckers/gzdoom/pull/1467
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Re: [4.7.0] Dynamic light binding issue

Postby Graf Zahl » Fri Sep 24, 2021 12:08 am

Yes, you are correct.
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Re: [4.7.0] Dynamic light binding issue

Postby Player701 » Sat Sep 25, 2021 8:27 am

The fix does not seem to work in all cases. For example, this player class will not generate a dynamic light when it enters the attack state:

Code: Select allExpand view
class TestPlayer : DoomPlayer
{
    States
    {
        Melee:
            PLAY F 6 BRIGHT Light("ZOMBIEATK");
            Goto Missile;
    }
}

In GZDoom 4.6.1 and below it works normally. In 4.7.0 and above (tested with g4.8pre-7-gb59554f31) it's broken. Perhaps I should open a new bug report for that?

Upd: Opened a new report.
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