Judging by the structure and implied logic, it seems that returning 0 in SpecialBounceHit should result in the projectile stopping and exploding. However, that's only true for lines and actors. If the projectile hits a secplane, returning 0 makes it slide along the plane, exactly the same way as returning 1 does. (Tested in 4.11.3)
That seems like an oversight.
SpecialBounceHit: returning 0 and 1 has the same effect on planes
Moderator: GZDoom Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
-
- Global Moderator
- Posts: 1109
- Joined: Mon Jul 21, 2008 4:08 am
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia (Modern GZDoom)
-
- Posts: 151
- Joined: Wed Jul 11, 2018 10:57 pm
Re: SpecialBounceHit: returning 0 and 1 has the same effect on planes
Internally nothing is ever done with the return result against planes which is the real issue. Currently I'm working on cleaning up the bounce code in my own Actor class and want to do a sweeping physics update to them later on down the road. There's tons of things broken with the logic like how it straight up doesn't even recognize that 3D floors exist (which leads to the infamous 3D ramp bug where projectiles get caught trying to bounce on them).
-
-
- Posts: 17465
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: SpecialBounceHit: returning 0 and 1 has the same effect on planes
Technically [Not a bug] then. Whatever fixes to the bounce logic would technically be a separate issue