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View Revisions: Issue #580 | [ Back to Issue ] | ||
Summary | 0000580: A_CheckSight() works incorrect with spectators | ||
Revision | 2011-09-12 20:26 by Borg | ||
Description | A_CheckSight() sometimes peform a jump (player in sight) when it should not In code below, A_CheckSight(1) should jump to next frame when there are no player near by.. but if some player appears in sight, Make state should be called. Unfortunetly it does not happen always when it should. I am speaking about clear situation when player is standing near ClipSpawn and even looking at it. |
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Revision | 2016-01-12 19:12 by cobalt | ||
Description | A_CheckSight() sometimes peform a jump (player in sight) when it should not In code below, A_CheckSight(1) should jump to next frame when there are no player near by.. but if some player appears in sight, Make state should be called. Unfortunetly it does not happen always when it should. I am speaking about clear situation when player is standing near ClipSpawn and even looking at it. |
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Revision | 2011-09-12 20:26 by Borg | ||
Additional Information | actor ClipSpawnAmmo { Radius 20 Height 26 Speed 5 RenderStyle Translucent Alpha 0.5 +NOBLOCKMAP +DROPOFF states { Spawn: CLIP AAA 5 CLIP A 1 A_CheckFloor(1) wait CLIP A 50 CLIP AAA 350 CLIP A 10 A_SetTranslucent(0.0) goto Make Idle: CLIP A 10 A_CheckSight(1) goto Make CLIP A 10 loop Make: CLIP A 0 A_PlaySound("misc/spawn",CHAN_BODY) CLIP A 0 A_SpawnItem("Clip") CLIP A 350 A_SpawnItem("ItemFog") CLIP AA 350 goto Idle } } |
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Revision | 2016-01-12 19:12 by cobalt | ||
Additional Information | actor ClipSpawnAmmo { Radius 20 Height 26 Speed 5 RenderStyle Translucent Alpha 0.5 +NOBLOCKMAP +DROPOFF states { Spawn: CLIP AAA 5 CLIP A 1 A_CheckFloor(1) wait CLIP A 50 CLIP AAA 350 CLIP A 10 A_SetTranslucent(0.0) goto Make Idle: CLIP A 10 A_CheckSight(1) goto Make CLIP A 10 loop Make: CLIP A 0 A_PlaySound("misc/spawn",CHAN_BODY) CLIP A 0 A_SpawnItem("Clip") CLIP A 350 A_SpawnItem("ItemFog") CLIP AA 350 goto Idle } } |
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Revision | 2016-01-31 21:45 by Ru5tK1ng | ||
Description | A_CheckSight() sometimes peform a jump (player in sight) when it should not In code below, A_CheckSight(1) should jump to next frame when there are no player near by.. but if some player appears in sight, Make state should be called. Unfortunetly it does not happen always when it should. I am speaking about clear situation when player is standing near ClipSpawn and even looking at it. |
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Revision | 2016-01-31 21:45 by Ru5tK1ng | ||
Additional Information | actor ClipSpawnAmmo { Radius 20 Height 26 Speed 5 RenderStyle Translucent Alpha 0.5 +NOBLOCKMAP +DROPOFF states { Spawn: CLIP AAA 5 CLIP A 1 A_CheckFloor(1) wait CLIP A 50 CLIP AAA 350 CLIP A 10 A_SetTranslucent(0.0) goto Make Idle: CLIP A 10 A_CheckSight(1) goto Make CLIP A 10 loop Make: CLIP A 0 A_PlaySound("misc/spawn",CHAN_BODY) CLIP A 0 A_SpawnItem("Clip") CLIP A 350 A_SpawnItem("ItemFog") CLIP AA 350 goto Idle } } |
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