[2.1.5] A_CheckSight hangs ZDoom

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HotWax
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Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

[2.1.5] A_CheckSight hangs ZDoom

Post by HotWax »

OK, be forewarned: I don't know what I'm doing, so this may be my fault. :P

However, I don't see anything wrong with the decorate either, so this may also be a bug.

Here is the decorate, replacing a MarineShotgun with a new version whose corpse is made to auto-disappear when the player isn't watching:

Code: Select all

actor MarineShotgun2 : MarineShotgun replaces MarineShotgun
{
     states
     {
     Death:
          PLAY H 10
          PLAY I 10 A_Scream
          PLAY J 10 A_NoBlocking
          PLAY KLM 10
          PLAY N 3150
          PLAY H 1 A_CheckSight(1) // <-- Intentionally wrong frame
          goto Death+7
          PLAY N 0
          stop
      }
}
For testing purposes I've replaced the check-loop frame with the wrong graphic so that I can tell when the frame is being used. Normally it would be N, so there'd be no visible change from the 90-sec delay frame just above it.

To test, I'm entering a map, spawning one of these guys, killing him, and waiting until the H frame appears and stays on the screen.

So long as I stay within sight range of the enemy, I can run around to my heart's content. The moment a solid object gets between myself and the "corpse", ZDoom hangs and has to be forcibly shut down.

My only thought is the 0-delay frame used as a marker right before the stop command. However, to my knowledge a 0-delay frame should not crash the game.
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edward850
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Post by edward850 »

try setting it to 1, see what happends
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Post by Graf Zahl »

fixed
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HotWax
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Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

Thank you sir.
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