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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0001969 | Zandronum | [All Projects] Suggestion | public | 2014-10-21 06:46 | 2024-03-13 17:39 | ||||||||
Reporter | StrikerMan780 | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | confirmed | Resolution | backport later | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 2.0-beta | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0001969: Backport Minor Fix/Change to SXF_SETMASTER from ZDoom Commit 7a62459 | ||||||||||||
Description | 'http://zdoom.org/Changelog/7a62459/files [^]' | ||||||||||||
Attached Files | |||||||||||||
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Notes | |
(0010652) StrikerMan780 (reporter) 2014-10-21 08:17 edited on: 2014-10-21 08:21 |
I wouldn't normally ask this considering the policy, but this is literally a 4-line change, and comparing with the same source file in Zandronum, not much is different at all. I need this as an actor in one of my projects uses the master field via SXF_SETMASTER, then once spawned, swaps the master to the Tracer Field, so I can use A_Fire. (I came up with a clever method for fully functional bullet tracers that uses a combination of +PUFFGETSOWNER, and SXF_SETMASTER | SXF_TRANSFERPOINTERS. It ends up swapping the transferred Master field to the new actor's target, and the transferred target field to the new actor's Tracer, then using A_Fire to teleport the actor in front the player, and shooting a bullet tracer projectile directly at the new target, which is the puff.) With the way things are now, I need to add the +ISMONSTER flag in order to get things to work, which I think could potentially cause issues. |
(0014145) StrikerMan780 (reporter) 2016-01-21 15:20 |
Torr, seriously consider backporting this now that we're at an equivalent to ZDoom 2.7.1. Having to use +ISMONSTER for SXF_SETMASTER to work is severely breaking some things as I predicted. It causes puffs to not create splashes and introduces some other strange behavior, and if you decided to upgrade the (G)ZDoom base even further, they might not end up spawning at all if sv_nomonsters is set to true. (Which is undesired behavior.) |
(0023386) StrikerMan780 (reporter) 2024-03-13 17:39 |
Needing this now, more than ever. I have an actor that spawns another actor I need to kill with A_KillChildren, but this actor can't be a monster for many reasons. |
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Supporters: | unknownna |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2014-10-21 06:46 | StrikerMan780 | New Issue | |
2014-10-21 08:17 | StrikerMan780 | Note Added: 0010652 | |
2014-10-21 08:18 | StrikerMan780 | Note Edited: 0010652 | View Revisions |
2014-10-21 08:20 | StrikerMan780 | Note Edited: 0010652 | View Revisions |
2014-10-21 08:21 | StrikerMan780 | Note Edited: 0010652 | View Revisions |
2014-10-21 10:37 | Dusk | Status | new => acknowledged |
2014-10-21 10:37 | Dusk | Resolution | open => backport later |
2016-01-21 15:20 | StrikerMan780 | Note Added: 0014145 | |
2024-03-01 06:31 | Ru5tK1ng | Status | acknowledged => confirmed |
2024-03-02 18:24 | Ru5tK1ng | Relationship added | related to 0004035 |
2024-03-02 18:25 | Ru5tK1ng | Relationship deleted | related to 0004035 |
2024-03-02 18:25 | Ru5tK1ng | Relationship added | has duplicate 0004035 |
2024-03-13 17:39 | StrikerMan780 | Note Added: 0023386 |
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