I made a custom dehacked monster for my map, which uses A_AddFlags and A_RemoveFlags mbf21 codepointers to change SHADOW and SHOOTABLE flags, making and arch-vile that is only visible and damageable during resurrection animation. During chase loop, it is supposed to be invisible (spectre-blurred) and invulnerable.
On GZD 4.7.1, flipping the SHOOTABLE flag works as expected, but flipping SHADOW doesn't - the monster remains permanently invisible.
Attaching minimal replication scenario map with 1 custom vile and zombiemen to kill/res.
Correct behaviour can be observed on dsda-doom, Woof, Odamex, DelphiDoom. Example video with expected behaviour on dsda-doom (timestamped)
[4.7.1] Changing SHADOW via mbf21 codepointers does not work
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[4.7.1] Changing SHADOW via mbf21 codepointers does not work
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Re: [4.7.1] Changing SHADOW via mbf21 codepointers does not
The flag is changed successfully, in my tests. It's just that, as far as I know, the SHADOW flag doesn't alter an actor's appearance. It merely makes things targeting the actor with the flag inaccurate.
- Graf Zahl
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Re: [4.7.1] Changing SHADOW via mbf21 codepointers does not
This will need extra treatment when used with MBF21. In the original game the flag itself defines the render style as well.