Now what I tried to do :
-Adding +BOSSDEATH flag to FatsoReplacer (it will need it if is expected to die and tag 666 needs to check for its death from what I understand)
-Adding a Death state containing
Code: Select all
TNT1 A 0 A_SpawnItem("SuperShotgun")
TNT1 A 0 A_BossDeath
Stop
-Adding SXF_SETMASTER to the SpawnItemEx call, so the monster's master is the spawner (although, according to the wiki, that should already be the case right?). For the record, I also tried the other way around with SXF_ISMASTER
-Adding a call to A_KillMaster (A_KillChildren when using SXF_ISMASTER) in the Death and XDeath states of the mod's fatso (then making sure to call Super::Death\XDeath to still get the proper death animation)
Then I tried those solutions :
-Replacing Stop by Goto See and adding a See state containing only
Code: Select all
TNT1 A 1
Loop
-Making all durations of the A_SpawnItemEX frames be -1, so Stop wouldn't delete the actor, but still no good, Death state is never entered into
So in the end what I need to do is make sure the game understands the Fatsos are dead, when it actually checks for the FatsoReplacers state.
Oh I should precise that trying to make Fatso1 (the mod's replacement for Fatsos) replace the Fatso made it work, but then again, that's just a cheap trick that remove features :S
Also, I'm not a pro, but I would assume any other monster using this replacer trick would break any ACS script checking for this monster's death in a map ?
Thanks in advance guys !