MantisBT - Zandronum
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0003046Zandronum[All Projects] Bugpublic2017-03-28 20:522017-04-22 01:32
jdagenet 
 
normalminoralways
closedno change required 
MicrosoftWindows10
3.0-beta 
 
0003046: DamageFactors/Types are broken
It appears at a certain point DamageFactors/Types stop working, though it is believed that there is some kind of internal limit as to how many factors you can have. Go over this limit and the factor is ignored.
The said issue does not happen in 2.1.2.
- Download the linked WAD file
- Go to any map in Doom II
- Summon the actor "IonCannonBeaconArmed"
- Summon the actor "TimedC4Armed" very close to the actor above
- Wait several moments for the "TimedC4Armed" to disappear and you should see that the "IonCannonBeaconArmed" actor also faded out as well
The "IonCannonBeaconArmed" actor has a DamageFactor of "Explosion" set to '0.0'. The "TimedC4Armed" actor has a DamageType of "Explosion".
When the actor "TimedC4Armed" actor disappears, it's calling several A_Explode functions which kill the "IonCannonBeaconArmed" causing it to die and disappear when it should not.
No tags attached.
? Zandro_DamageFactor_ExampleWAD.wad (17,018) 2017-03-28 20:52
https://zandronum.com/tracker/file_download.php?file_id=2052&type=bug
Issue History
2017-03-28 20:52jdagenetNew Issue
2017-03-28 20:52jdagenetFile Added: Zandro_DamageFactor_ExampleWAD.wad
2017-03-30 14:41CutmanNote Added: 0017068
2017-03-30 14:41CutmanNote Edited: 0017068bug_revision_view_page.php?bugnote_id=17068#r10280
2017-03-30 21:36CutmanNote Edited: 0017068bug_revision_view_page.php?bugnote_id=17068#r10281
2017-03-30 21:47CutmanNote Edited: 0017068bug_revision_view_page.php?bugnote_id=17068#r10282
2017-03-30 23:50jdagenetNote Added: 0017071
2017-03-31 10:54FilysteaNote Added: 0017072
2017-04-21 00:50jdagenetNote Added: 0017243
2017-04-22 01:32Ru5tK1ngNote Added: 0017246
2017-04-22 01:32Ru5tK1ngStatusnew => closed
2017-04-22 01:32Ru5tK1ngResolutionopen => no change required

Notes
(0017068)
Cutman   
2017-03-30 14:41   
(edited on: 2017-03-30 21:47)
I don't think this is to do with a limit to damagetypes as you can remove all of them except the relevant one here and the same problem will happen.

Making this actor not SHOOTABLE seems to fix the problem but I'm not sure why.

Edit: The actor seems to lose it's damage type on dying.

Edit2: Tried in the latest GZDoom and it still happens.

(0017071)
jdagenet   
2017-03-30 23:50   
Removing the SHOOTABLE flag makes the object unable to take damage in the first place so that part seems like normal behavior.

So based on your testing it seems that DamageTypes aren't the issue, but whatever happens when the actor is classified as dead. Since this also happens in GZDoom it sounds like the issue originated from there and was simply ported to Zandronum.
(0017072)
Filystea   
2017-03-31 10:54   
Tried few times and always had issues. At some point will probably add it to my mod so there will be topic like with the bouncing projectiles.

I suspect brokenness.
(0017243)
jdagenet   
2017-04-21 00:50   
This ticket can be closed as it was resolved over at the ZDoom bug tracker.
For anyone interested, here is the other ticket:'https://mantis.zdoom.org/view.php?id=593 [^]'
(0017246)
Ru5tK1ng   
2017-04-22 01:32   
According to Graf, A_Die lets the world kill the actor and removes the damage factor? I'll mark this appropriately then.