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[1.06+] AArtifact in doom

 
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Tue Dec 09, 2014 7:52 pm    Post subject: [1.06+] AArtifact in doom Reply with quote

Hello,

At first, don't take this seriously its only my silly GUESSes.
While I was dehacking a little i could not get rid of some errors while i spot something interesting:

If you load doom2.wad map07
You can see numerous Blursphere's there.
Put "developer 1" to console.
Pickup any of sphere's and you can see numerous missing sprites ACLO.

This is because the blursphere's (Invisibility sphere) summons AArtifact (zdoom wiki: PickupFlash)
Note: it affects also "InvulnerabilitySphere" as this sphere also have "APowerup".

For imagination this is how it does look AFTER pickup by player if engine finds ACLO sprites:


So I (only)THINK that this part (from 1.06 source)
Does not have any GAME detection and it simply summons AArtifact on every game. exactly same AArtifact is used in heretic and hexen, but not in doom.

a_artifacts.h
Code:

// A powerup is an artifact that can be made to activate immediately
// on pickup with the appropriate dmflags setting.
class APowerup : public AArtifact
{
   DECLARE_CLASS (APowerup, AArtifact)
};

class player_s;
void P_PlayerNextArtifact (player_s *player);
void P_PlayerRemoveArtifact (player_s *player, int slot);
void P_PlayerUseArtifact (player_s *player, artitype_t arti);

artitype_t P_NextInventory (player_s *player, artitype_t arti);
artitype_t P_PrevInventory (player_s *player, artitype_t arti);
artitype_t P_FindNamedInventory (const char *name);

bool P_UseArtifact (player_s *player, artitype_t arti);

// Helper macro to save me some typing --------------------------------------

#define BASIC_ARTI(name,type,msg) \
   class AArti##name : public AArtifact { \
      DECLARE_ACTOR (AArti##name, AArtifact) public: \
      bool TryPickup (AActor *toucher) { \
         return P_GiveArtifact (toucher->player, type); } protected: \
      const char *PickupMessage () { return msg; }

// ^^^^^^^^^^^^^^^^^^ Notice ^^^^^^^^^^^^^^^^^^^ No closing };

#define POWER_ARTI(name,type,msg) \
   class AArti##name : public APowerup { \
      DECLARE_ACTOR (AArti##name, APowerup) public: \
      bool TryPickup (AActor *toucher) { \
         return P_GiveArtifact (toucher->player, type); } protected:\
      const char *PickupMessage () { return msg; }
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Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Dec 09, 2014 9:22 pm    Post subject: Reply with quote

Does not happen for me. Did you try this using only DOOM2.wad? (no PWADs). If you encountered this while dehacking, there might be something wrong with your dehacked/dehsupp.
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Tue Dec 09, 2014 9:51 pm    Post subject: Reply with quote

Only Vannila doom2.wad, I got confirmation from by-zero, on DEFAULT settings, (yay i am not the only one)
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Wed Dec 10, 2014 1:14 pm    Post subject: Reply with quote

I resetted to default zdoom.ini, and now I get those messages too.
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Wed Dec 31, 2014 1:33 pm    Post subject: Reply with quote

Thanks Kilgore for explaining on irc, this is side-effect gived by design of zdoom 1.23. It doesn't worth to be wondering about it, so lets put this topic into trash.
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