ZDaemon Forum Index ZDaemon
Client/Server DOOM
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Thing_Deactivate() doesn't work on lost souls

 
Post new topic   Reply to topic    ZDaemon Forum Index -> Unconfirmed Bugs
View previous topic :: View next topic  
Author Message
rhinoduck
Potatoes


Joined: 22 Oct 2012

PostPosted: Sat Apr 29, 2017 5:40 pm    Post subject: Thing_Deactivate() doesn't work on lost souls Reply with quote

Calling Thing_Deactivate() on a LostSoul actor from ACS does nothing.

Test wad: acstest-souldeactivate.zip

1) Spawn a lost soul by doing: puke 1 <x> <y> <tid>
(<tid> will be assigned to the spawned soul)

2) Try to deactivate it by doing: puke 2 <tid> 1
(use the tid from previous step)
(the second parameter to this script is a boolean value which toggles between Thing_Deactivate() [true] and Thing_Activate() calls [false].

This has been verified to work correctly in ZDoom 2.8.1; in ZDaemon, the soul won't be deactivated in neither SP, nor CS mode.
Back to top
View user's profile Send private message
Aeyesx
Spamming!


Joined: 13 Oct 2012
Location: Czech Republic

PostPosted: Sun Apr 30, 2017 11:05 am    Post subject: Reply with quote

Duplicated topic of : http://forums.zdaemon.org/viewtopic.php?t=16500

All the Thing_Deactivate does is setting DORMANT flag on actor.
There was a talk
http://forums.zdaemon.org/viewtopic.php?t=16328&sid=8876b08fad4fe067d973055d8cb3fe96

I wonder if giving it such a flag would help it?
Yet it seems it should be same:
https://zdoom.org/wiki/Classes:LostSoul
Code:
IMPLEMENT_ACTOR (ALostSoul, Doom, 3006, 110)
   PROP_SpawnHealth (100)
   PROP_RadiusFixed (16)
   PROP_HeightFixed (56)
   PROP_Mass (50)
   PROP_SpeedFixed (8)
   PROP_Damage (3)
   PROP_MaxPainChance
   PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY)
   PROP_Flags2 (MF2_MCROSS|MF2_PUSHWALL|MF2_PASSMOBJ)
   PROP_Flags3 (MF3_ISMONSTER)
   PROP_Flags4 (MF4_NOICEDEATH)
   PROP_RenderStyle (STYLE_Translucent)
   PROP_Alpha (TRANSLUC75)
   PROP_SpawnState (S_SKULL_STND)
   PROP_SeeState (S_SKULL_RUN)
   PROP_PainState (S_SKULL_PAIN)
   PROP_MissileState (S_SKULL_ATK)
   PROP_DeathState (S_SKULL_DIE)
   PROP_AttackSound ("skull/melee")
   PROP_PainSound ("skull/pain")
   PROP_DeathSound ("skull/death")
   PROP_ActiveSound ("skull/active")
END_DEFAULTS



...Now this is weird,
I wonder what APROP_ISDORMANT will print out, aka if the lostsoul has the flag or not, or its not working on it correctly.

And what happens if LostSoul placed in-map is given DORMANT property via map editor?
Back to top
View user's profile Send private message Send e-mail
Ronald
Rontard


Joined: 17 Aug 2005
Location: Netherlands Clan: [QnB]

PostPosted: Sat May 06, 2017 10:52 pm    Post subject: Reply with quote

Tested it the other day and I can confirm this.
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    ZDaemon Forum Index -> Unconfirmed Bugs All times are GMT + 1 Hour
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group