[r1???-r1785] Weird thing about auto-switch weapon

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PlayerLin
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[r1???-r1785] Weird thing about auto-switch weapon

Post by PlayerLin »

In ZDoom, when you get a new weapon(you don't have), it should auto-switch to it. But if you hold fire key when get new weapon, it won't switch, and your current "firing" weapon still fire, but its fire rate cut to half. Until you release fire key(or run out of ammo) and it switches.


Works on ZDoom 2.3.1, GZDoom SVNs also affect.
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Enjay
 
 
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Re: [r1???-r1785] Weird thing about auto-switch weapon

Post by Enjay »

I have actually noticed something similar with my own weapons - most of which appeared in my Burghead mod. If I press and hold the alt-fire button (which, on the weapons, is a "flashlight" made by firing a stream of invisible projectiles with dynamic lights attached) then either pick up a new weapon or try to change to another weapon using the mousewheel, the flashlight flickers on and off in a way that would be consistent with your observations. Only when I let go of the alt-fire button, does the weapon change.

I hadn't paid it much attention and assumed that it had always been like that but I had not noticed. However, now that I think about it, I'm pretty sure that it is a recent phenomenon.
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Re: [r1???-r1785] Weird thing about auto-switch weapon

Post by Gez »

I also noticed it recently with powered weapons in Heretic: the tomed-up gauntlets, when the tome was running out, were "blinking".
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Re: [r1???-r1785] Weird thing about auto-switch weapon

Post by Demolisher »

PlayerLin wrote:In ZDoom, when you get a new weapon(you don't have), it should auto-switch to it. But if you hold fire key when get new weapon, it won't switch, and your current "firing" weapon still fire, but its fire rate cut to half. Until you release fire key(or run out of ammo) and it switches.


Works on ZDoom 2.3.1, GZDoom SVNs also affect.
Not cut in half, A_Refire simply stops working. In some guns it isn't very noticeable.
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Graf Zahl
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Re: [r1???-r1785] Weird thing about auto-switch weapon

Post by Graf Zahl »

Fixed.

Something got mixed up with the recent A_WeaponReady enhancement. The code checked first if the weapon can be fired and only afterwards if it can be switched. These checks must be reversed for everything to work as intended.
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