New Actor Mover code breaks monster interpolation paths
Posted: Sun Jan 09, 2022 11:40 am
The solution to this recent bug seems to involve making anything that is a monster invulnerable and dormant while they are on an interpolation path. The GitHub Pull is here: https://github.com/coelckers/gzdoom/pull/1524/files (specifically lines 502 and 503).
Unfortunately this means any monsters that are meant to be alive and active while on an interpolation path become dormant and invulnerable, which is undesirable behavior (it completely breaks at least one of the Elementalism bosses, for example, as they just sit there asleep and immortal).
Can we revert this change please, or make it optional somehow? It seems perhaps a little counter-intuitive to the purpose of putting monsters on interpolation paths (which, as I understand it, is typically to override Doom's default movement code, but still keep the monsters alive and active).
Or alternatively, how could I override this behavior myself? I believe I can use Thing_Activate to wake the monsters up, but can't find a way to remove the invulnerability flag.
PS: I wasn't sure if I should raise this as a new bug, or post on the Closed Bugs thread for the original bug. If I should have done the latter, please accept my apologies.
Unfortunately this means any monsters that are meant to be alive and active while on an interpolation path become dormant and invulnerable, which is undesirable behavior (it completely breaks at least one of the Elementalism bosses, for example, as they just sit there asleep and immortal).
Can we revert this change please, or make it optional somehow? It seems perhaps a little counter-intuitive to the purpose of putting monsters on interpolation paths (which, as I understand it, is typically to override Doom's default movement code, but still keep the monsters alive and active).
Or alternatively, how could I override this behavior myself? I believe I can use Thing_Activate to wake the monsters up, but can't find a way to remove the invulnerability flag.
PS: I wasn't sure if I should raise this as a new bug, or post on the Closed Bugs thread for the original bug. If I should have done the latter, please accept my apologies.