Posted: Fri Aug 05, 2022 11:47 am Post subject: Voodoo dolls shouldn't auto-pick up all items they touch
Test map attached below.
Behavior in Boom, MBF, GZDoom and other source ports:
The voodoo doll will only pick up as many medikits and plasma ammo as the player needs. If the player's health or plasma ammo later drop the voodoo doll will automatically pick up new items but again only as many as the player actually needs. (edit to clarify: picking up new items after the drop in ammo/health/armor requires for the voodoo doll to move - the test map does have the voodoo doll on a scrolling floor, which is the usual setup)
Behavior in ZDaemon:
The voodoo doll immediately picks up all the items it touches, it even picks up all the medikits when the player's health is already 100 or higher.
I'm not sure what should be behavior in multiplayer (i.e. should it look for the player with the lowest health/armor/ammo for a specific weapon?) but this discrepancy does cause issues in some maps, e.g. in mscp_v1a.wad (Micro-Slaughter) MAP14 the player is meant to have a fake "infinite" supply of plasma ammo after pressing the blue and yellow switches (lines 1200 and 1220) but in ZDaemon the player will only get max 600 cells.
You are right, the vanilla behaviour is different. Tested with doom2.exe multiplayer (and punched green voodoo doll instead of the Boom scroller).
Only the owner/player of the voodoo gets health/ammo limited by the player's health/ammo capacity. If the limit is reached, no pickups any more.
The difference is: ZDaemon has "multiplayer voodoo dolls". That means all (in game) players get health/ammo from the voodoo doll and the voodoo doll "eats" everything.
So it's related to the ZDaemon multiplayer architecture.
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