[Fixed] "spawn item drops on the floor" doesn't work
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I agree that it should be possible to replace existing actors without ZDoom complaining. Currently you can simply give a decorate object the same ednum as an existing actor and the new one will replace the old -- however, ZDoom spews out an error when it parses the file.
I don't think the player can be affected by decorate currently, but I could be wrong about that. In either case, I don't see how making this change would make any difference in that regard.
I don't think the player can be affected by decorate currently, but I could be wrong about that. In either case, I don't see how making this change would make any difference in that regard.
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Do you mean using dehacked vs. using decorate to modify the player? Dehacked cannot set burning and freezing frames for the player, and you'd have to replace frames in order to make longer walking or dying sequences.HotWax wrote:I don't think the player can be affected by decorate currently, but I could be wrong about that. In either case, I don't see how making this change would make any difference in that regard.
And if we were to make walking step noises, we'd have to rely on the cyberdemon, arachnotron, or spider mastermind stepping noises (replaced, of course), which were intended for monsters and may have side effects. The generic A_PlaySound for decorate would just play the sound without the side effects brought about by its originally being part of a monster's chase sequence.
Fixed. The spawning on floor behavior even when the monster is way above the floor is the correct Doom behavior. But you are correct that it seems odd, so now they spawn at the monster's feet. In most cases, this is indistinguishable from what Doom did (because all the Doom monsters that dropped items were walking monsters and normally on the floor), so the compatibility flag is still a reasonable approximation of the original behavior.