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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0003572 | Zandronum | [All Projects] Bug | public | 2018-12-01 18:26 | 2018-12-01 18:26 | ||||||||
Reporter | Filystea | ||||||||||||
Assigned To | |||||||||||||
Priority | high | Severity | major | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | |||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0003572: broken velx probably | ||||||||||||
Description | look | ||||||||||||
Steps To Reproduce | As I understand this code should.. RM50 C 1 A_ChangeVelocity( 10, 0, 2, CVF_RELATIVE ) // set actor calling function velocity on velx += 10. RM50 C 1 A_ChangeVelocity( velx + 1, 0, 2, CVF_RELATIVE ) // Set actor calling function velocity on velx += velx + 10 // Instead of this used velocity is... guess whose? Player or target. Shit knows. Not the actor velx which in class this appears. // How long was this function. And no one ever noticed. // They were busy making monsters being able to shoot two missiles I guess. I am happy to be mistaken and to say sorry if this turns out to be my mistake. I might make example if someone will say I correctly understand what should the function do. Because MAYBE I do not know something. OBVIOUS. | ||||||||||||
Additional Information | Very frustrating when basic things work this way. | ||||||||||||
Attached Files | |||||||||||||
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Issue History | |||
Date Modified | Username | Field | Change |
2018-12-01 18:26 | Filystea | New Issue |
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