Impact Pointer Flags

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Major Cooke
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Impact Pointer Flags

Post by Major Cooke »

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.
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Re: Impact Pointer Flags

Post by Fishytza »

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.
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Re: Impact Pointer Flags

Post by Major Cooke »

No, actually, it's better if you post it in the bug reports section itself. I've just been a little busy.
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Matt
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Re: Impact Pointer Flags

Post by Matt »

Sweet!

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 ...
or is it a bit more involved than that?
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Re: Impact Pointer Flags

Post by Gez »

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
...
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Major Cooke
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Re: Impact Pointer Flags

Post by Major Cooke »

What Gez said. There's no way Graf's gonna let more pointers be made, I think.
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Matt
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Re: Impact Pointer Flags

Post by Matt »

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?
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Re: Impact Pointer Flags

Post by Major Cooke »

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.
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Re: Impact Pointer Flags

Post by Gez »

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.
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Re: Impact Pointer Flags

Post by Matt »

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 had

Code: Select all

actor BullyRocket : Rocket replaces Rocket {+hittarget}
would 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?
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Re: Impact Pointer Flags

Post by Major Cooke »

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.
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