[fixed]Hate Targets invulnerable?

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Enjay
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[fixed]Hate Targets invulnerable?

Post by Enjay »

Thing type 9076 "Hate Target" seems to have become invulnerable even when set no to be.

I use them in a few maps to trigger scripts when they "die". These maps used to work but now they don't. I've stood there blasting the thing hate target (which is only set to have 100 hit points) with all sorts of ordinance yet it survives. It's not easy for me to check the maps concerned with Zdoom, so I can't tell if it's GZDoom specific or an inherited bug from Zdoom.
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Post by Graf Zahl »

I haven't changed anything about these things and neither has ZDoom for almost 2 years.
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Post by Enjay »

Strange. Well, I just managed to get a wad with a hate target in it working with 2.0.63a and 2.0.96X but it failed with 2.0.98. So, it looks like a Zdoom problem.

The attached should demonstrate the problem.
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Post by Graf Zahl »

Interesting. Randy seems to have broken quite a bit of stuff in the most recent versions.
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Post by Graf Zahl »

Since the code responsible will be rewritten anyway I just hacked in a temporary solution to make it work until Randy releases his floating point code.
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Post by Enjay »

The result of lots of code being written but little opportunity to put it through its paces I guess.

For the moment, I'm using a temporary work around of defining my own hate targets in DECORATE.
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Post by Graf Zahl »

Enjay wrote:The result of lots of code being written but little opportunity to put it through its paces I guess.

Has anyone used the hate target extensively so far? This thing is a rare exception to the rule that any shootable thing has a death state.

If you want the same behavior, just inherit from HateTarget and add the missing death state. Then it will work again.
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Post by nwbeeman »

Graf Zahl wrote:Since the code responsible will be rewritten anyway I just hacked in a temporary solution to make it work until Randy releases his floating point code.
/me hops in time machine, sets it to 2080 AD
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