View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000212 | Gameplay + OpenGL | [All Projects] Bug | public | 2017-02-08 19:19 | 2017-02-09 04:23 |
| Reporter | Lud | ||||
| Assigned To | |||||
| Priority | high | Severity | major | Reproducibility | have not tried |
| Status | resolved | Resolution | fixed | ||
| Summary | 0000212: A_Teleport not jumping to state. | ||||
| Description | Tested on 2.3.2, issue is present. Tested on g2.4pre-359-gf6d6f31 (x64), issue still present. A_Teleport is not in an Anonymous Function. Attached file. | ||||
| Steps To Reproduce | 1. Load DECORATE.txt 2. 'give testpistol' 3. 'use testpistol' 4. Fire. Firing should teleport you forward and go into the TestFire state which is basically the Shotgun's fire state. However, it fails to do so. | ||||
| Tags | No tags attached. | ||||
|
DECORATE.txt (986 bytes)
ACTOR TestPistol : DoomWeapon
{
Weapon.SelectionOrder 1900
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Clip"
Obituary "$OB_MPPISTOL"
+WEAPON.WIMPY_WEAPON
Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
Tag "$TAG_PISTOL"
States
{
Ready:
PISG A 1 A_WeaponReady
Loop
Deselect:
PISG A 1 A_Lower
Loop
Select:
PISG A 1 A_Raise
Loop
Fire:
PISG A 4 A_SpawnItemEx("Spotty", 256, 0, 128)
PISG B 6 A_FirePistol
PISG C 4 A_Teleport("TestFire", "Spotty", "TeleportFog", TF_KEEPORIENTATION | TF_USESPOTZ)
PISG B 5 A_ReFire
Goto Ready
TestFire:
SHTG A 3
SHTG A 7 A_FireShotgun
SHTG BC 5
SHTG D 4
SHTG CB 5
SHTG A 3
SHTG A 7 A_ReFire
Goto Ready
Flash:
PISF A 7 Bright A_Light1
Goto LightDone
PISF A 7 Bright A_Light1
Goto LightDone
Spawn:
PIST A -1
Stop
}
}
ACTOR Spotty : SpecialSpot
{
States
{
Spawn:
TNT1 A 13
Stop
}
} |
|