View Issue Details

IDProjectCategoryView StatusLast Update
0000212Gameplay + OpenGL[All Projects] Bugpublic2017-02-09 04:23
ReporterLud 
Assigned To 
PriorityhighSeveritymajorReproducibilityhave not tried
Status resolvedResolutionfixed 
Summary0000212: A_Teleport not jumping to state.
DescriptionTested 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 Reproduce1. 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.
TagsNo tags attached.

Relationships

Activities

Lud

Lud

2017-02-08 19:19

reporter  

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
	}
}
DECORATE.txt (986 bytes)

Issue History

Date Modified Username Field Change
2017-02-08 19:19 Lud New Issue
2017-02-08 19:19 Lud File Added: DECORATE.txt
2017-02-09 04:23 Graf Zahl Status new => resolved
2017-02-09 04:23 Graf Zahl Resolution open => fixed