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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0000377 | Zandronum | [All Projects] Suggestion | public | 2011-04-13 20:37 | 2014-06-10 15:47 | ||||||||
Reporter | Minigunner | ||||||||||||
Assigned To | |||||||||||||
Priority | low | Severity | tweak | Reproducibility | N/A | ||||||||
Status | feedback | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | |||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0000377: Clientsided A_JumpIfInTargetLOS should target the console player only. | ||||||||||||
Description | I know that A_CheckSight checks only the console player if the actor is client-sided, but there may be some clientside actors that demand even more processing, and A_CheckSight may not be enough to reduce the resources needed. A_JumpIfInTargetLOS only checks if the target can see the object, unlike A_CheckSight, which establishes an unobstructed line between actor and target(s), regardless of whether one can see the other. However, also unlike A_CheckSight, A_JumpIfInTargetLOS has no special client-sided behavior; I have tested this once before. If the actor is clientsided, it should target the console player only, because like A_CheckSight, it may prove useful in reducing function usage in objects that the player cannot see. | ||||||||||||
Additional Information | A_JumpIfInTargetLOS should not be used for actors that cannot resume their behavior immediately without any greatly noticeable differences, such as most actor spawners. | ||||||||||||
Attached Files | |||||||||||||
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Watermelon (developer) 2014-06-10 15:47 |
Does this still act the same in 2.0? |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2011-04-13 20:37 | Minigunner | New Issue | |
2014-06-10 15:47 | Watermelon | Note Added: 0008991 | |
2014-06-10 15:47 | Watermelon | Status | new => feedback |
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