View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0000125 | Gameplay + OpenGL | [All Projects] Bug | public | 2017-01-27 10:35 | 2017-01-27 11:03 |
Reporter | Major Cooke | ||||
Assigned To | |||||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Summary | 0000125: [PR] More bouncing bugfixes | ||||
Description | https://github.com/coelckers/gzdoom/pull/232 After this commit, I did some digging around and found out that P_ExplodeMissile is supposed to be passing the BlockingMobj to the actor responsible for making it explode.
As you can see, the new behavior in the commit above passes true right off the bat and does not transfer BlockingMobj. While doing some digging into P_ExplodeMissile I also discovered that HITTARGET/MASTER/TRACER was also misbehaving because of the checks added onto the target actor so it truly sets the appropriate pointers now. It was meant to set the target/master/tracer to EVERYTHING that makes it explode, not just shootable entities. | ||||
Tags | No tags attached. | ||||
I just realized something. Taking the pasted code from above and looking at P_BounceActor a little more closely...
This should be factoring in when on top of an actor, shouldn't it?
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Date Modified | Username | Field | Change |
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2017-01-27 10:35 | Major Cooke | New Issue | |
2017-01-27 10:45 | Major Cooke | Note Added: 0000257 | |
2017-01-27 10:46 | Major Cooke | Note Edited: 0000257 | View Revisions |
2017-01-27 11:03 | Graf Zahl | Status | new => resolved |
2017-01-27 11:03 | Graf Zahl | Resolution | open => fixed |