MantisBT - Zandronum
View Issue Details
0000274Zandronum[All Projects] Suggestionpublic2011-02-01 00:192018-09-30 20:58
DaScott 
Torr Samaho 
normalfeatureN/A
closedfixed 
98d 
1.11.1 
0000274: Backport new A_FireBullets flags from zdoom r2500+
From the zdoom wiki:

A_FireBullets (angle spread_horz, angle spread_vert, int numbullets, int damage [, string pufftype [,int flags [, float range]]])


Defines a custom hitscan attack for weapons. You have to specify the horizontal and vertical spread, the amount of bullets and the damage per bullet.

The first bullet fired in the Fire (not Hold) sequence normally ignores the spread and is always perfectly accurate. Setting numbullets to a negative value removes this effect.

    * flags: (New from 2.5.0)
          o FBF_USEAMMO: If set, the attack uses ammo. (Set by default.)
          o FBF_NORANDOM: If set, the damage is not multiplied by 1d3.
          o FBF_EXPLICITANGLE: If set, the horizontal and vertical spread are used as explicitly stated, instead of being used as a range for random spread.
          o FBF_NOPITCH: If set, the vertical angle is not adjusted to aim at the target. (development version r2530+ only)

The damage formula is damage * 1d3 (unless the NORANDOM flag is set). For example, if damage is 4, the possible results are 4, 8 or 12. The average damage actually dealt by each bullet will therefore be damage * 2.

Optionally you can specify a puff type that is spawned when hitting a wall or a non-bleeding actor. The puff also determines the damage type of the attack.

range specifies the maximum distance of the attack.
No tags attached.
parent of 0000456closed  Backport FBF_NORANDOM flag for A_FireBullets 
parent of 0001123closed  Please backport FBF_NORANDOM to A_FireBullets and A_CustomBulletAttack. 
Issue History
2011-02-01 00:19DaScottNew Issue
2011-02-02 03:33unknownnaNote Added: 0000922
2011-02-06 17:44Ijon TichyNote Added: 0000982
2011-05-19 18:28unknownnaRelationship addedparent of 0000456
2011-05-19 18:45Ghastly_dragonNote Added: 0001690
2011-12-11 10:12FaerlynNote Added: 0002321
2011-12-11 10:13FaerlynNote Edited: 0002321bug_revision_view_page.php?bugnote_id=2321#r1196
2011-12-11 18:18Ghastly_dragonNote Added: 0002322
2012-10-13 18:04unknownnaRelationship addedparent of 0001123
2013-01-05 01:14NotIvanNote Added: 0005689
2013-01-05 01:15NotIvanNote Edited: 0005689bug_revision_view_page.php?bugnote_id=5689#r3109
2013-01-06 08:57Torr SamahoNote Added: 0005705
2013-01-06 12:06Torr SamahoAssigned To => Torr Samaho
2013-01-06 12:06Torr SamahoStatusnew => needs testing
2013-01-09 23:14DuskTarget Version => 1.1
2013-01-11 20:30NotIvanNote Added: 0005736
2013-01-11 20:30NotIvanNote Edited: 0005736bug_revision_view_page.php?bugnote_id=5736#r3152
2013-01-12 02:52DuskStatusneeds testing => resolved
2013-01-12 02:52DuskResolutionopen => fixed
2013-01-12 02:53DuskStatusresolved => feedback
2013-01-12 02:53DuskResolutionfixed => reopened
2013-01-12 02:53DuskStatusfeedback => resolved
2013-01-12 02:53DuskFixed in Version => 1.1
2013-01-12 02:53DuskResolutionreopened => fixed
2013-01-13 10:09Torr SamahoNote Added: 0005751
2018-09-30 20:58Blzut3Statusresolved => closed

Notes
(0000922)
unknownna   
2011-02-02 03:33   
Sounds like a duplicate of:

'http://www.skulltag.com/forum/viewtopic.php?f=156&t=25111 [^]'
(0000982)
Ijon Tichy   
2011-02-06 17:44   
I'm not exactly a fan of suggestions like these, simply because they're effectively asking 'update the ZDoom code faster dammit'. Wait until we update to ZDoom 2\.[4-9]\.[0-9] (regular expressions ftw :D), and you'll get this feature, plus all the other cool ZDoom things we don't have yet.
(0001690)
Ghastly_dragon   
2011-05-19 18:45   
To make it a bit easier to track down, these were added in r2530, r2323, r2318, and FBF_NOFLASH (which isn't yet mentioned) was added in r2655.
(0002321)
Faerlyn   
2011-12-11 10:12   
(edited on: 2011-12-11 10:13)
I agree that this is needed. If you look at that thread that Unknownna put then you will see many others agree also.

(0002322)
Ghastly_dragon   
2011-12-11 18:18   
Just a reminder, this would be very helpful to several of us.
(0005689)
NotIvan   
2013-01-05 01:14   
(edited on: 2013-01-05 01:15)
Bump. A dev reply would be great. This has been requested 3 times in total and there are NO replies on ANY of them. Why? This shouldn't be an incredibly hard feature to backport, right? This feature has been deeply needed for many mods around here too...

(0005705)
Torr Samaho   
2013-01-06 08:57   
Quote from NotIvan

This has been requested 3 times in total and there are NO replies on ANY of them. Why?

Well, there is not really anything to discuss. Of course we are well aware that for every feature ZDoom adds there is someone who wants to have it in Zandronum. The proper (and planned for 2.0) way to deal with this is to upgrade Zandronum's ZDoom base to a newer ZDoom version. Every backport makes an upgrade of the whole base more complicated and thus pushes the needed upgrade back even further.

Anyway, since NORANDOM is one of the things that get requested to be backported over and over again, I just backported the changes from ZDoom revision 2318, i.e. NORANDOM for A_CustomBulletAttack and A_FireBullets. Please test if this binary works as intended. Also please don't take this as an invitation to make more backport requests. As I said above, what most really want is an upgraded ZDoom base and backports are not helping here, but do exactly the opposite.
(0005736)
NotIvan   
2013-01-11 20:30   
I've tested this in Coop. So far, I made each bullet do 14 damage. It always 2 shots (SSG) a revenant and I only have 1 pellet hitting him on the second shot so I assume that this worked. This was online/offline. Works without issues.

(0005751)
Torr Samaho   
2013-01-13 10:09   
Thanks for checking. I commited the backport to the repository, so it'll be in 1.1.