Steps to reproduce:
1.Boot up GZDoom
2.Load into any map
3.Hold the right mouse button
this results into doom guys head changing into the shooting animation yet hes not shooting anything since it isnt the shoot button
https://www.mediafire.com/file/fex817ad ... g.lmp/file
[4.14.1] Bug - Holding M2 for long enough sends Doom guy head into the shooting animation
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Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
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Enjay
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Re: [4.14.1] Bug - Holding M2 for long enough sends Doom guy head into the shooting animation
Check your settings. If the right mouse button is bound to alt-fire, that'll do it, even if the weapon you are using doesn't have a alt-fire.
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yum13241
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Re: [4.14.1] Bug - Holding M2 for long enough sends Doom guy head into the shooting animation
The technical reason for this is that the "gritting teeth" mugshot face only checks to see if the weapon is in the Ready state sequence. If it's not, Doomguy will grit his teeth. Altfire is not defined in the stock Doom weapons, but the game will still do the grit check (look up "status bar face hysteresis".)
A similar bug can be observed in vanilla Doom by just starting a new game, let the weapon raise a bit, then pause. After a while, Doomguy will grit his teeth. Another variation is to shoot the SSG, then deselect it.
GZDoom doesn't seem to check if a weapon has an altfire in the first place before gritting teeth for some reason, likely because internally, altfire is just a boolean, and not an extra attack, which is why there's no internal tertiary fire. It's possible, but not as native as you expect.
Excuse my tangent, I just thought it'd be interesting to reveal the "why" of this bug.
A similar bug can be observed in vanilla Doom by just starting a new game, let the weapon raise a bit, then pause. After a while, Doomguy will grit his teeth. Another variation is to shoot the SSG, then deselect it.
GZDoom doesn't seem to check if a weapon has an altfire in the first place before gritting teeth for some reason, likely because internally, altfire is just a boolean, and not an extra attack, which is why there's no internal tertiary fire. It's possible, but not as native as you expect.
Excuse my tangent, I just thought it'd be interesting to reveal the "why" of this bug.