Broken chainsaw in BD v21

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drfrag
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Broken chainsaw in BD v21

Post by drfrag »

Warrex wrote:The chainsaw does not latch to enemies anymore when using GZDoom 3.7.0 or 3.7.1. Works up to 3.6.0.
Warrex wrote:For me the chainsaw does not stick to the enemy with the regular WIn64 build and Sergeant_Mark_IV writes: "They messed up the way AxeBlood works. Please report it to the GZDoom devs."
https://www.moddb.com/mods/brutal-doom/ ... ing#thread
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Graf Zahl
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Re: Broken chainsaw in BD v21

Post by Graf Zahl »

Like I said in the other thread, that explanation is a bit thin. Apparently he abused some undefined behavior that didn't survive the latest change to that code.
Warrex
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Re: Broken chainsaw in BD v21

Post by Warrex »

I asked Sergeant_Mark_IV for more details over at that moddb thread and will report back here if he answers.
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Korell
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Re: Broken chainsaw in BD v21

Post by Korell »

He responded with this:
The chainsaw uses +WEAPON.AXEBLOOD to spawn a different blood type called "SawBlood" (it's defined as secondary blood type for monsters). This blood actor spawns different blood effects, and gives the required inventory item to "tell" the player's weapon to jump to the latch animation, but the blood puff is not spawning at all.
Does this help?
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Re: Broken chainsaw in BD v21

Post by _mental_ »

Fixed in b7adc40.
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Graf Zahl
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Re: Broken chainsaw in BD v21

Post by Graf Zahl »

Thanks. This means that a release should be ready tomorrow. I first want to scan through my recent code to see if something needs to be copied over that hasn't been applied yet to the maintenance branch.
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Graf Zahl
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Re: Broken chainsaw in BD v21

Post by Graf Zahl »

I picked all except the new array features. Didn't you want to list the fix for index order instead?
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Re: Broken chainsaw in BD v21

Post by _mental_ »

Well, I wanted to include all changes related to ZScript arrays.
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