[2.7.0+] Thing_Destroy from DECORATE is broken

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Blue Shadow
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[2.7.0+] Thing_Destroy from DECORATE is broken

Post by Blue Shadow »

Calling [wiki]Thing_Destroy[/wiki] from DECORATE doesn't appear to work (at least not with the case the I've got here) starting with ZDoom 2.7.0 onwards. 2.6.1 was the last official release this worked on.

In the linked file below, is a weapon that fires "sticky" projectiles with the primary fire key, and detonates said projectiles with the secondary fire key. The detonation code uses Thing_Destroy to do so. Here is the code:
Spoiler:
And here is the file: http://www.realm667.com/index.php/repos ... doom-style (Before running it, you need to extract it first, as it's a pk3 inside a zip)
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Graf Zahl
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Re: [2.7.0+] Thing_Destroy from DECORATE is broken

Post by Graf Zahl »

Are you sure it's Thing_Destroy and not rather the messy way your death state tries to assign a Tid?
That one's just 'ugh'...
Blue Shadow
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Re: [2.7.0+] Thing_Destroy from DECORATE is broken

Post by Blue Shadow »

Yeah, I should've investigated the code more carefully before posting the bug report; the projectile setup is indeed a weird one. To my defense, I went with the assumption that the weapon worked for the author when he/she wrote its code 4 or 5 years ago with whatever ZDoom version it was tested on back then. And now it doesn't work anymore.

Still, I'm curious as to why it worked back then and now it doesn't.


(I think you can close this bug report. I or someone else will have to find way to fix that code and submit an updated version of it to Realm667)
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Re: [2.7.0+] Thing_Destroy from DECORATE is broken

Post by Gez »

Blzut3
 
 
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Re: [2.7.0+] Thing_Destroy from DECORATE is broken

Post by Blzut3 »

This is the cause. Now the question is why was that change needed and is there anything we can do about it?
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Re: [2.7.0+] Thing_Destroy from DECORATE is broken

Post by Blue Shadow »

I did some searching, and found this.
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Graf Zahl
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Re: [2.7.0+] Thing_Destroy from DECORATE is broken

Post by Graf Zahl »

Ok, in that case it gets filed as 'not a bug'. The special case where a projectile needs to remain shootable after impact can easily be handled by setting the SHOOTABLE flag via code pointer again.
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