MantisBT - Zandronum
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0003214Zandronum[All Projects] Bugpublic2017-08-02 08:382018-04-20 19:58
Fused 
 
normalminoralways
closedno change required 
3.0-beta 
 
0003214: Axeblood appears to have no target with +PUFFGETSOWNER
Weapons that have +WEAPON.AXEBLOOD are supposed to call an axeblood actor instead of regular blood.'https://zdoom.org/wiki/Classes:AxeBlood [^]'

While all of this works, it appears axeblood does not have a target pointer set, while regular blood does. This is problematic in my mod, where zombies have green blood over red blood for humans. This only works with regular blood, while the code is identical. I do need axeblood to simulate more blood.
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? ZH2_Core.pk3 (463,374) 2017-08-03 10:17
https://zandronum.com/tracker/file_download.php?file_id=2172&type=bug
Issue History
2017-08-02 08:38FusedNew Issue
2017-08-02 09:29DuskNote Added: 0018133
2017-08-02 09:29DuskStatusnew => feedback
2017-08-02 09:29DuskPriorityhigh => normal
2017-08-03 10:16FusedNote Added: 0018137
2017-08-03 10:16FusedStatusfeedback => new
2017-08-03 10:17FusedFile Added: ZH2_Core.pk3
2017-08-03 10:19FusedNote Edited: 0018137bug_revision_view_page.php?bugnote_id=18137#r10847
2017-08-03 10:23FusedNote Edited: 0018137bug_revision_view_page.php?bugnote_id=18137#r10848
2017-08-04 20:01FusedNote Added: 0018142
2017-08-04 20:01FusedNote Edited: 0018142bug_revision_view_page.php?bugnote_id=18142#r10854
2017-08-04 20:26ShiftNote Added: 0018143
2017-08-05 08:34DuskNote Deleted: 0018143
2017-08-05 08:38DuskNote Added: 0018144
2017-08-05 08:38DuskStatusnew => needs review
2017-11-06 14:23FusedNote Added: 0018811
2018-04-19 19:11FusedNote Added: 0019174
2018-04-20 19:58Edward-sanNote Added: 0019175
2018-04-20 19:58Edward-sanStatusneeds review => closed
2018-04-20 19:58Edward-sanResolutionopen => no change required

Notes
(0018133)
Dusk   
2017-08-02 09:29   
Is this also broken in GZDoom 1.8.6?
(0018137)
Fused   
2017-08-03 10:16   
(edited on: 2017-08-03 10:23)
I'm not sure how to check, since the flag is for weapons, which I can't give to enemies, and I am unable to create a proper server in GZdoom, nor add bots.

I did however make a minimal example wad if someone knows how to. Simply run it, go to the map DEBUG, and have bots walk over the stimpacks. Then simply shoot them with any doom 2 weapon to notice green blood. Then give yourself the shotgun2 weapon, and shoot again. Notice how it's red blood now. It should be green.

EDIT: I should mention that in the blood file, the first two actors in there are all that are needed to be checked. NewBlood is spawned by normal weapons, while MoreBlood is spawned by weapons with the +WEAPON.AXEBLOOD flag. As you see, they are identical basically, apart from a bit more blood spawn with the latter.

(0018142)
Fused   
2017-08-04 20:01   
This doesn't work in GZDoom 1.8.6 either. I guess it's not in yet then. Would it be possible to implement this? I can't exactly work around this at all.

(0018144)
Dusk   
2017-08-05 08:38   
For 3.0 that's unlikely unless Torr decides otherwise.
(0018811)
Fused   
2017-11-06 14:23   
How is this looking for 3.1?
(0019174)
Fused   
2018-04-19 19:11   
This turns out to be an user error. Please close.
(0019175)
Edward-san   
2018-04-20 19:58   
Okay.