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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000144||Gameplay + OpenGL||[All Projects] Bug||public||2017-01-30 10:32||2017-01-31 01:13|
|Summary||0000144: CustomInventory Jump Regressions|
|Description||A piece of code I've been using for inventory items that use a shared ammo pool, which works fine in the stable 2.3.2 release, is suddenly no longer functioning correctly in the latest devbuilds.|
View the code here. The pertinent code in this case is the second actor, HandGrenade.
In GZDoom 2.3.2, and in gzdoom-x64-g2.4pre-186-g0376c8b (Jan 19) and earlier, the item will jump to the "Fire" state if you have more than 1 GrenadeAmmo. If you don't, it will go to the "Failure" state.
In gzdoom-x64-g2.4pre-198-g02cfdbc (Jan 20), using the item caused a Very Fatal Error once, then seemingly rendered me unable to use the InvUse command on that build ever again. Very strange.
In gzdoom-x64-g2.4pre-219-g4dc1d11 (Jan 21), it seems to ignore the check and goes straight to the "Failure" state. I have reworded it in a number of ways using CheckInv, and gotten the same result.
|Steps To Reproduce|
|Tags||No tags attached.|
|This was broken until Jan 22, so please try a newer version.|
Thanks for the heads-up.
New development builds past Jan 21 haven't been posted on the DRDTeam site, once they do I'll check again and keep you posted. :)
|Confirming that this works as of gzdoom-x64-g2.4pre-288-g0e5aee4, feel free to close this. Sorry for the hassle!|
|2017-01-30 10:32||Kinsie||New Issue|
|2017-01-30 11:18||Graf Zahl||Note Added: 0000291|
|2017-01-30 20:10||Kinsie||Note Added: 0000295|
|2017-01-31 01:05||Kinsie||Note Added: 0000296|
|2017-01-31 01:13||_mental_||Status||new => resolved|
|2017-01-31 01:13||_mental_||Resolution||open => fixed|