MantisBT - Zandronum
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0000968Zandronum[All Projects] Bugpublic2012-08-12 00:572014-06-11 21:46
SuperToaster 
 
highminoralways
closedbackport later 
MicrosoftWindowsXP/Vista/7
1.0-beta 
 
0000968: Projectiles with +SHOOTABLE can die twice
Projectiles which got this flag and have some delay before explosion(A_Explode in my case) can die twice. When hit the wall they enter their Death state and then explode but damaging themselves die again. And what is most important they explode again! This bug could be avoided(and is avoided in my case) placing A_UnsetShootable in Death state. Howewer this is not intuitive.
A way to solve it is making projectiles become unshootable as they enter Death state automatically.
This is could be ZDoom bug as well, but i haven't tested it there.
No tags attached.
? BugCannon.pk3 (828) 2012-08-12 17:30
/tracker/file_download.php?file_id=669&type=bug
Issue History
2012-08-12 00:57SuperToasterNew Issue
2012-08-12 07:17Torr SamahoNote Added: 0004348
2012-08-12 07:17Torr SamahoStatusnew => feedback
2012-08-12 12:50SuperToasterNote Added: 0004351
2012-08-12 12:50SuperToasterStatusfeedback => new
2012-08-12 15:56DuskNote Added: 0004354
2012-08-12 15:56DuskStatusnew => feedback
2012-08-12 17:30SuperToasterFile Added: BugCannon.pk3
2012-08-12 17:36SuperToasterNote Added: 0004355
2012-08-12 17:36SuperToasterStatusfeedback => new
2012-08-12 20:07Torr SamahoNote Added: 0004356
2012-08-12 20:07Torr SamahoNote Edited: 0004356bug_revision_view_page.php?bugnote_id=4356#r2383
2012-08-12 20:07Torr SamahoNote Revision Dropped: 4356: 0002382
2012-08-12 20:32SuperToasterNote Added: 0004357
2012-08-13 09:27Edward-sanNote Added: 0004359
2012-08-13 11:24SuperToasterNote Added: 0004361
2012-08-14 02:57Edward-sanNote Added: 0004364
2012-08-14 20:09SuperToasterNote Added: 0004368
2014-06-11 21:46WatermelonStatusnew => closed
2014-06-11 21:46WatermelonResolutionopen => backport later

Notes
(0004348)
Torr Samaho   
2012-08-12 07:17   
Is it any different in GZDoom 323? If not, is it different in the latest ZDoom version?
(0004351)
SuperToaster   
2012-08-12 12:50   
No in both cases. The issue is presented and way of solving stays the same - unset SHOOTABLE flag in Death state. I tested it in 2.6.1 ZDoom and GZDoom version you given.
(0004354)
Dusk   
2012-08-12 15:56   
Please create a minimal example WAD that demonstrates the problem.
(0004355)
SuperToaster   
2012-08-12 17:36   
Added example. Use -give bugcannon and shoot into any solid object. You will notice that missile explodes then falls down and explodes once again(visually it's seen not so good because of those sprites, use give health 10000 and go near explosion). And to solve it find BugMissile in DECORATE and uncomment line.
(0004356)
Torr Samaho   
2012-08-12 20:07   
If this behaves exactly the same in the latest ZDoom version (as you stated above), please report it at the ZDoom forums. ZDoom may or may not intend this behavior.

(0004357)
SuperToaster   
2012-08-12 20:32   
I reported it here because i wanted to see it fixed in Zandronum. I don't care about ZDoom fix if it won't be fixed in Zandronum as i'm not playing nor modding ZDoom.
Anyway this is not so critical bug, just misleading for those who don't know about it so there is no haste.
(0004359)
Edward-san   
2012-08-13 09:27   
Reported.

Skulltag and Zandronum game logic code comes from ZDoom, and the main objective for this port was, is and will always be to not deviate from ZDoom as far as possible. Hence, since this possible bug affects Zandronum gameplay and Zdoom as well, we should give ZDoom the possibility to investigate it and fix it in their code, so that we can port the changes, when possible.
(0004361)
SuperToaster   
2012-08-13 11:24   
I see, thanks for reporting.
(0004364)
Edward-san   
2012-08-14 02:57   
Changed.
(0004368)
SuperToaster   
2012-08-14 20:09   
Wow. Very good, now waiting for fix to be applied in Zand :)