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View Code? Open in Web Editor NEWA Zandronum 3.0 fork with improved netcode, configurable movement and many small tweaks
License: Other
A Zandronum 3.0 fork with improved netcode, configurable movement and many small tweaks
License: Other
controlled 0 duration loops in DECORATE cause Warning: Breaking infinite loop in actor X. Current offset from spawn state is Y.
error on clients
In DECORATE
TNT1 A 0 Do stuff
TNT1 A 0 Do more stuff
TNT1 A 0 SetUserVar("userloop",userloop + 1)
TNT1 A 0 A_JumpIf("user_loop" == 10,1)
Goto StateLoop/Loop
TNT1 A Do even more stuff```
When people join the server, they don't play matches on it, but instead select an opponent and then the server redirects them to another server where they actually play. After the game is finished, they come back to the hub.
Add a way to enable monster infighting in invasion gamemode
for example if i spawned a missile "MissileX" using A_SpawnItemEx and SXF_TRANSFERPITCH and it spawns another missile "MissileY" using the same parameters it is supposed to move along the same pitch as MissileX
But it only does that offline and the functionality just breaks online, where MissileX correctly inherits the player's pitch but MissileY seems to fail to inherit MissileX's pitch, instead having just a straight default pitch of 0
Make server tell clients about player sounds instead of other players simulating it. This should fix occasional no sound issue.
== Actor flag
Can't check it with a screenshot, as I could litterally just not move the mouse and spoof it
But can be checked by using the Shotgun Frenzy+ (see sfplus in static allfearthesentinel), choosing Shotgun Frenzy as the episode/mode, then entering the Commander terminal (in the building at your view's left)
This is a ticket where we mark code that can be safely removed
void P_MovePlayer (player_t *player, ticcmd_t *cmd);
void P_CalcHeight (player_t *player);
void P_DeathThink (player_t *player);
bool P_AdjustFloorCeil (AActor *thing);
Looks like this is some legacy that is not used at all and just wasn't removed.
// else if ( player->pSkullBot )
// {
// Printf( "WARNING! Bot %s dead and not hitting repawn in state %s!\n", player->userinfo.GetName(), player->pSkullBot->m_ScriptData.szStateName[player->pSkullBot->m_ScriptData.lCurrentStateIdx] );
// }
/* [BB] For some reason Skulltag does this a little differently above. Todo: Unify this, to make merging ZDoom updates easier.
if ((player->cmd.ucmd.buttons & BT_USE ||
((multiplayer || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN))
{
if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && !player->isbot))
{
player->cls = NULL; // Force a new class if the player is using a random class
player->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
if (player->mo->special1 > 2)
{
player->mo->special1 = 0;
}
}
}
*/
/*
if (debugfile && !(player->cheats & CF_PREDICTING))
{
fprintf (debugfile, "tic %d for pl %td: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
gametic, player-players, player->mo->x, player->mo->y, player->mo->z,
player->mo->angle>>ANGLETOFINESHIFT, player->cmd.ucmd.buttons,
player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
}
*/
/*
void P_PredictPlayer (player_t *player)
{
int maxtic;
...
/*
void P_UnPredictPlayer ()
{
player_t *player = &players[consoleplayer];
...
Multiple TODOs across the engine code
// [EP] TODO: remove the 'l' prefix from this variable, it isn't LONG anymore
// [EP] TODO: remove the 'ul' prefix from this variable, it isn't ULONG anymore
Backport A_CheckProximity
from GZDoom
If in a PVP mode
If incoming damage from falling, nukage or instant death pit is about to result in a player's death
If player had damage dealt to them by another player in the last 100 tics
Reattribute the incoming killing damage to that previous damager
<@Torr_Samaho>: IIRC code that uses window flags is in src\win32\i_system.cpp
We should check all types of moving floors and ceilings
[2:16] Ecl1p5e: https://cutstuff.net/mm8bdm/
you would first going to want to download the mod from here
[2:16] Ecl1p5e: then navigate to New Game > Offline Skirmish > Set map to TRAINING and start the game
[2:17] Ecl1p5e: spawn a bot using addbot and step into the platform, navigate using movement keys to the Confirmation button and teleport inside the training room
[2:18] Ecl1p5e: Here, the music will change the moment you teleport inside. Kill the bot inside with your weapon and see if the music resets back to what it was before. The door should open as soon as the music changes
[2:18] Ecl1p5e: in base zandro, this works as intended with no issues, not depending on whether the player started the map from the in-game campaign or offline skirmish
[2:18] Ecl1p5e: in qzan, the music changes but the door does not open
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