[Fixed] Pistol animation is broken

Bugs that have been investigated and resolved somehow.

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Re: Pistol animation is broken

Postby Gez » Sun Jan 17, 2016 4:16 pm

I'd like to see an explanation of the bug, because from a cursory glance at the vanilla P_SetPsprite() I don't see anything that would shorten flash states specifically.
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Re: Pistol animation is broken

Postby Turbo » Wed Mar 30, 2016 6:13 am

I addressed the same issue some years ago: http://forum.zdoom.org/viewtopic.php?f=4&t=33036
But I couldn't test my suggested changes because I never managed to compile the source code (due to me missing essential files that I couldn't find), so I just gave up.
Still, I hope this sheds some light on the issue.
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Re: Pistol animation is broken

Postby Graf Zahl » Wed Mar 30, 2016 8:11 am

Oh, no. Please don't tell me that some external patch got applied that made an uninformed and unconditional change to established behavior. Stuff like this needs to be toggleable.
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Re: Pistol animation is broken

Postby Graf Zahl » Wed Mar 30, 2016 8:14 am

And here we got the corresponding bug report:

viewtopic.php?f=7&t=31689

The fix apparently went too far and should have left the original weapon functions alone.
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Re: Pistol animation is broken

Postby Xaser » Wed Mar 30, 2016 5:38 pm

Huh, I wouldn't be surprised if this was the thing that broke Parkour's dual wielding a while back. I reuploaded the mod with a fix afterward; I wonder if I"ll need to re-reupload it. :P

Normally I'd vote for such a fix to be opt-in via flag, but I'll bet there's a bunch of stuff floating around (e.g. above) that relies on the new behavior now. :/
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Re: Pistol animation is broken

Postby Graf Zahl » Sun Apr 03, 2016 3:31 pm

I hope this is fixed now. For the attack functions that also set the flash I especially disabled the check causing the problem, but I left A_GunFlash alone - even though I wouldn't mind removing this ill-informed bit of code - which should have opt-in and not unconditional. It just escapes me how this got added without ever checking what it implied.
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Re: Pistol animation is broken

Postby StrikerMan780 » Wed Apr 06, 2016 1:02 pm

Wait what, so you reverted the fix to flashes being processed in 2 tics? If so, shit... (I had adapted a lot of my mods to it, being able to define 1-tic flashes is extremely useful.)
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Re: Pistol animation is broken

Postby Graf Zahl » Wed Apr 06, 2016 1:17 pm

No. Only for the standard weapons, because those were all made for the duplicated frame.
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Re: Pistol animation is broken

Postby StrikerMan780 » Wed Apr 06, 2016 2:04 pm

Graf Zahl wrote:No. Only for the standard weapons, because those were all made for the duplicated frame.

Ah, alright, thanks for clarification.
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