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Dehacked: REFLECTIVE influenced projectiles lose ownership

 
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Wed Apr 21, 2021 12:03 am    Post subject: Dehacked: REFLECTIVE influenced projectiles lose ownership Reply with quote

Projectiles lose their "ownership" once they bounce off a thing that has the REFLECTIVE property enabled.

Eg. I shoot a rocket at a Baron that has this flag set. The rocket rebounds off the Baron, hits me, kills me, and I am told "Cybershark died." rather than "Cybershark should have stood back." as should be expected - it is still my rocket, after all Laughing

The same goes for reflected monster projectiles as well as those of players.
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Krawa
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Joined: 23 Nov 2008
Location: #SDA

PostPosted: Fri Apr 23, 2021 1:15 pm    Post subject: Reply with quote

I made reflect_test1.wad:
map01: Doom
map02: Hexen

In Hexen if a monster "turns on" that flag, a projectile from a player gets reflected.
If that projectile kills you, the monster is the killer, e.g. "was cut up by a Centaur."
So the feature came from Hexen monsters.

In Doom if you shoot a rocket to e.g. an imp and this rocket is reflected and kills you, the imp is the killer: "was burned by an imp."
If an obstacle like a tree reflects the rocket, you just get the "died" message.

So in Hexen logic the "reflector" is the new owner of the projectile.

So I would say the behaviour of the engine is correct.
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Cybershark
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Joined: 05 Jan 2005
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PostPosted: Sun Apr 25, 2021 10:54 pm    Post subject: Reply with quote

Yeah, I figured that was where the behaviour originated - couldn't recall if anything in Heretic bounced stuff back or not.

I hadn't actually tried it with monsters, only with obstacles. That certainly makes a bit more sense the way you explain it. Perhaps the ownership of the projectile could be carried over if the reflector is not a monster? A simple check I'd have thought, but what do I know? Probably not worth anyone's time to mess with Laughing

Thanks for looking into it!
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