Impact Pointer Flags
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- Major Cooke
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Impact Pointer Flags
Split the pull request for hit pointer changing.
Figured, it'd be easier to get this submission included if it was it's own pull request instead of bogging one pull request down. I'm more in heavier need of this at the moment than the reflective flags.
Figured, it'd be easier to get this submission included if it was it's own pull request instead of bogging one pull request down. I'm more in heavier need of this at the moment than the reflective flags.
Re: Impact Pointer Flags
I'm sorry for seeming impatient but I get the feeling that this bug report of mine has gone unnoticed (by you).
I probably should have reported it here instead. My bad.
I probably should have reported it here instead. My bad.
- Major Cooke
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Re: Impact Pointer Flags
No, actually, it's better if you post it in the bug reports section itself. I've just been a little busy.
- Matt
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Re: Impact Pointer Flags
Sweet!
So basically on the version I could do something likeor is it a bit more involved than that?
So basically on the version I could do something like
Code: Select all
actor PyroBall : DoomImpBall replaces DoomImpBall{...
death:
TNT1 A 0 A_GiveInventory("SetOnFire",1,AAPTR_HITTARGET)
goto super::death ...
Re: Impact Pointer Flags
No, what you do is:
Code: Select all
actor pyroball : doomimpball blah blah
{
+HITTARGET
...
TNT1 A 0 A_GiveInventory("SetOnFire", 1, AAPTR_TARGET)
goto super::death
...
- Major Cooke
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Re: Impact Pointer Flags
What Gez said. There's no way Graf's gonna let more pointers be made, I think.
- Matt
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Re: Impact Pointer Flags
So just to clarify: if I use +HITTARGET for a rocket, while the A_Explode call would end up being credited to the person getting hit ("Stop hitting yourself!") the impact itself would still be credited to the shooter, right?
- Major Cooke
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Re: Impact Pointer Flags
You misunderstand. I don't blame you though because P_ExplodeMissile is a bit of a misnomer.
When a projectile legitimately DIES (is forced into the death state from collision), and if it has +HITTRACER, it will set the tracer field to the actor which it died upon.
A_Explode has nothing to do with it.
When a projectile legitimately DIES (is forced into the death state from collision), and if it has +HITTRACER, it will set the tracer field to the actor which it died upon.
A_Explode has nothing to do with it.
Re: Impact Pointer Flags
He's not talking about P_ExplodeMissile, but about [wiki]A_Explode[/wiki]. He's also not talking about HITTRACER but about HITTARGET. And he's talking specifically about the [wiki]Rocket[/wiki] which happens to call A_Explode in its Death state, so A_Explode has a lot to do with it in this case.
- Matt
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Re: Impact Pointer Flags
I can see the cause of the misunderstanding given what a modder versus a coder might be looking at more often!
So to rephrase, if I hadwould that mean that if I shot at my DM opponent and they survived or dodged the impact but died from the blast it would count as their suicide, while if my opponent died from the impact itself it would be a kill in favour of me? Or would it all be suicide?
So to rephrase, if I had
Code: Select all
actor BullyRocket : Rocket replaces Rocket {+hittarget}
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Re: Impact Pointer Flags
Only if it actually hit them. If it's blast damage without actually physically impacting them first before performing any other code pointer functionality (i.e. causing its blast radius damage), it wont count as suicide. You would still get the kill credit for it.