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EarthQuake Wicked Sick!
Joined: 02 Apr 2004 Location: Athens, Ohio. Dieblieber gonna getcha!
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Posted: Sun Feb 05, 2012 1:11 am Post subject: Lack of player handling for APROP_SPEED in SetActorProperty |
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Code: | GetActorProperty(0, APROP_Speed); |
When issued on the activating player, the above should return 1.0, instead of the player thing's default DeHackEd speed property of 0.
This currently works for monsters or other actors, because the DeHackEd speed property is what is used to advance them each time A_Chase is called.
Players do not use this DeHackEd property, so instead special handling is used for players to get and set their speed. The default for players should be 1.0, and this value is multiplied by whatever their true speed is to achieve an overall increase or decrease in speed for that player.
Code: | SetActorProperty(0, APROP_Speed, 0.75); |
The following example, when executed by the activating player, should reduce their speed to 75%.
Tested with b25. Works in ZDoom.
Test map: http://speedy.sh/M62zV/balls.wad
The messages printed on screen after joining the game will show what's going on. Ignore the rest of the map for now as it tests some other bugs. |
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Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
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Posted: Tue Nov 04, 2014 10:42 pm Post subject: |
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Done. It will show up on the next release (1.10b03). |
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Sr69Mm-jC Unstoppable!
Joined: 21 Jul 2011
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Posted: Tue Nov 04, 2014 11:56 pm Post subject: |
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Holy sh*t, someone has to find EarthQuake and force him to finish his incredibly-promising-yet-never-finished horror wads, quick! This issue pretty much stopped him many years ago. Damn I wish he still was around. |
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