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[DeHackEd] A_Mushroom lacking Unknown 1 and Unknown 2 fields

 
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EarthQuake
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Joined: 02 Apr 2004
Location: Athens, Ohio. Dieblieber gonna getcha!

PostPosted: Tue Aug 28, 2012 4:40 am    Post subject: [DeHackEd] A_Mushroom lacking Unknown 1 and Unknown 2 fields Reply with quote

The A_Mushroom codepointer is a feature carried over from MBF.

As described in mbfedit.txt:

Code:
A_Mushroom creates a mushroom-like explosion, throwing fireballs up in all
directions. There is primary damage from the explosion itself, and then
secondary damage from contact with the fireballs. The missile damage of the
spawning object controls how many fireballs are created. Optionally, the
misc1 ("Unknown 1") and misc2 ("Unknown 2") fields may be used to control
the angle and speed of the fireballs. These fields are fixed-point (16.16),
instead of whole numbers.


Currently, the missile damage parameter works correctly, but the "Unknown 1" and "Unknown 2" fields are ignored. I'm posting this here because these are a part of the original MBF behavior. They control the speed and angle of the projectiles spawned.

Tested by Jad in latest b28. Works in ZDoom.
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Aeyesx
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Joined: 13 Oct 2012
Location: Czech Republic

PostPosted: Wed Dec 10, 2014 8:28 pm    Post subject: Reply with quote

+1 This should be quite usefull >), even I think it could be done using ACS in 1.10.
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Body-Guard
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Joined: 08 Jan 2006
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PostPosted: Mon Jan 05, 2015 12:32 pm    Post subject: Reply with quote

The main problem I see with this is that dehacked frame parameters are integers, and this needs fixed point numbers. I have no idea how that would affect using Unknown 1 / 2 on weapon frames (sprite offseting).
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Sr69Mm-jC
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Joined: 21 Jul 2011

PostPosted: Mon Jan 05, 2015 1:04 pm    Post subject: Reply with quote

Body-Guard wrote:
The main problem I see with this is that dehacked frame parameters are integers, and this needs fixed point numbers.

At first I thought it could work the same way fixed point numbers representation works for Width/Height/Speed/etc (as well the way it works in ACS) - as in, it gets shifted by 16 bits (or in other words, as you very well know, it's multiplied by 65536 and truncated to integer) - but now that I look at the source code it seems that "unknown 1/2" fields are stored in BYTE / SBYTE types which means that's not possible here. So that's a valid concern I guess.

Body-Guard wrote:
I have no idea how that would affect using Unknown 1 / 2 on weapon frames (sprite offseting).

Shouldn't A_Mushroom be only used by actors and not weapons? If that's the case then this isn't a problem to begin with.
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Body-Guard
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Joined: 08 Jan 2006
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PostPosted: Mon Jan 05, 2015 1:08 pm    Post subject: Reply with quote

I mean if the solution was to change the data type of the unknown fields to fixed point.
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Kilgore
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Joined: 17 Jun 2003
Location: Up the river

PostPosted: Mon Aug 24, 2015 11:17 am    Post subject: Reply with quote

Done; it will show up on the next release. It expects Unknown1 & Unknown2 in fixed format.
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Aeyesx
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PostPosted: Mon Aug 24, 2015 12:24 pm    Post subject: Reply with quote


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