Notes |
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Is this a new 2.0 feature or one from 1.2 but broke along the way? |
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(0008855)
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Arco
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2014-06-05 23:14
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I've only seen this bug in 2.0. It does not happen in 1.2 nor 1.3. |
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For things that work in 1.2, but not in 2.0, the most important question is whether it happens in GZDoom 880. |
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(0009865)
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Arco
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2014-07-06 01:15
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(0011157)
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Edward-san
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2014-12-31 14:57
(edited on: 2014-12-31 15:24) |
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The bounce code got screwed up by the server handling, which was positioned in a bad place, in p_mobj.cpp:
// [BB] The server handles this.
if ( (mo->BounceFlags & BOUNCE_Actors) && !NETWORK_InClientMode() )
{
// Bounce test and code moved to P_BounceActor
if (!P_BounceActor(mo, BlockingMobj))
// [BB] Inform the clients.
if ( NETWORK_GetState( ) == NETSTATE_SERVER )
{
SERVERCOMMANDS_PlayBounceSound( mo, true );
// [BB] We need to inform the clients about the new momentum and sync the position,
// but can only do this after calling P_ZMovement. Mark the actor accordingly.
mo->ulNetworkFlags |= NETFL_BOUNCED_OFF_ACTOR;
}
{ // Struck a player/creature
// Potentially reward the player who shot this missile with an accuracy/precision medal.
if ((( mo->ulSTFlags & STFL_EXPLODEONDEATH ) == false ) && mo->target && mo->target->player )
{
if ( mo->target->player->bStruckPlayer )
PLAYER_StruckPlayer( mo->target->player );
else
mo->target->player->ulConsecutiveHits = 0;
}
P_ExplodeMissile (mo, NULL, BlockingMobj);
}
see how the 'if ( NETWORK_GetState( ) == NETSTATE_SERVER )' code is placed between 'if (!P_BounceActor(mo, BlockingMobj))' and '{' . Moving the code after the '{' fixes the bouncing offline. Online it's still broken, the clients are not informed properly about the bounce, and the projectile in the example wad explodes somewhere else.
[edit]changeset 4df0191f8f0e is responsible for this.
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You're right. The KDiff3 merging failed here. I'll take care of this. |
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(0011162)
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cobalt
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2015-01-01 16:32
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(0011171)
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Arco
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2015-01-01 18:13
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Issue fixed in r150101-1703. |
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