Notes |
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I'm not quite sure about the exact timings of the CustomInventory states. If the item removes itself in the Pickup state, is the Use state still supposed to be executed? |
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(0000842)
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Blzut3
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2011-01-20 01:11
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Honestly I'm not sure if this is defined behavior (I'll probably change that if/when I release a new version of the mod), but I can confirm that ZDoom will execute the Use state when the Pickup state removes itself. |
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Before debugging this I think we first need to know the defined behavior. I remember a bug report where a mod relied on an undefined behavior in ZDoom. The code worked in ZDoom by pure chance, but broke in Skulltag online. |
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(0000852)
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Blzut3
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2011-01-22 19:00
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Then it's probably best if we just close this with "won't fix" and I'll just update the mod.
Though I should reiterate that the server seems to be handling the skulls fine, it's just the clients that are not updated about their removal. (As I said reconnecting to the server causes the "ghost skulls" to disappear.) |
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Sorry for the intrusion, but, IMHO, isn't it better make an 'error' handling of that? I mean, if that code is used, Skulltag should place an 'Error:' during the loading of the game, with the explanation of the problem, so it prevents temporarily that desync... or a 'warning' message ... |
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