DECORATE bug

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Alter
Posts: 851
Joined: Wed Oct 05, 2005 8:55
Location: Poland, Lodz

DECORATE bug

Post by Alter »

GZDoom crashes when i'm picking my decorate weapon! GZDOOM version 0-9-21

ACTOR Cyberdemongun : RocketLauncher 20002
{
Weapon.SelectionOrder 350
Weapon.AmmoGive 5
Weapon.AmmoUse 1
States
{
Spawn:
CYRS A -1
LOOP
Ready:
CYRO A 0 A_WeaponReady
LOOP
Deselect:
CYRO A 0 A_Lower
Select:
CYRO A 0 A_Raise
Fire:
CYRO A 0 A_JumpIfNoAmmo(1)
CYRO B 0 A_GunFlash
Goto Ready
Flash:
CYRF A 0 A_CyberAttack
stop
}
}

gzdoom crashes when decorate weapon isn't assigned to keyconf??? or that's bug

When it's picked up fires a cyberdemon missile which aren't seen and gzdoom crashes it's my decorate fault or fault of gzdoom?
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TheDarkArchon
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Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
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Post by TheDarkArchon »

This weapon is so wrong it isn't funny.
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Graf Zahl
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GZDoom Developer
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Post by Graf Zahl »

Ugh...


I'll move this where it belongs.
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Alter
Posts: 851
Joined: Wed Oct 05, 2005 8:55
Location: Poland, Lodz

Post by Alter »

How to fix it anyway???
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Graf Zahl
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GZDoom Developer
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Post by Graf Zahl »

Image
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Zeg-Vok
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Joined: Wed Sep 21, 2005 18:04
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Re: DECORATE bug

Post by Zeg-Vok »

I think this should work

ACTOR Cyberdemongun : Weapon 20002
{
Obituary "%o was blown to bits by %k's Cyberdemon Gun."
Inventory.PickupMessage "You grabbed a Cyberdemon Gun!"
Weapon.SelectionOrder 350
Weapon.AmmoType "RocketAmmo"
Weapon.AmmoGive 5
Weapon.AmmoUse 1
States
{
Spawn:
CYRS A 1
LOOP
Ready:
CYRO A 1 A_WeaponReady
LOOP
Deselect:
CYRO A 1 A_Lower
Loop
Select:
CYRO A 1 A_Raise
Loop
Fire:
CYRO B 12 A_FireCustomMissile("Rocket", 0, 0, 0, 0)
Goto Ready
}
}
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DoomRater
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Post by DoomRater »

A_CyberAttack is a MONSTERS ONLY codepointer.

Unfortunately, so is A_PainAttack.
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