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Thing_Deactivate() doesn't work on lost souls

 
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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.
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Aeyesx
Dominating!


Joined: 13 Oct 2012

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?
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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.
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Kilgore
Air Cavalry


Joined: 17 Jun 2003
Location: Up the river

PostPosted: Tue Jan 30, 2018 5:11 pm    Post subject: Reply with quote

Fixed. Thanks for the wad rhinoduck.
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