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 } } |
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