Is there something that doesn't work right in the latest GZDoom? Post about it here.
Moderator: GZDoom Developers
Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
Jekyll Grim Payne
- Posts: 965
- Joined: Mon Jul 21, 2008 4:08 am
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia (Modern GZDoom)
This doesn't abort for some reason, leading to a hard crash when moving to the next map. Archive attached.
Code: Select all
class TestHandler : EventHandler
array < Class<Weapon> > mapweapons;
override void WorldThingSpawned(worldEvent e)
let weap = Weapon(e.thing);
if (mapweapons.Find(weap) == mapweapons.Size())
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