Does GZdoom use different DECORATE state parameters?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Classic Doom Guy
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Joined: Wed Jul 25, 2007 20:26

Does GZdoom use different DECORATE state parameters?

Post by Classic Doom Guy »

GZdoom said that A_Refire is an invalid state parameter.

My custom monster and custom weapon both use it and it works fine in regular Zdoom.

Meanwhile, I loaded the Weapons Resource Wad into GZdoom, and it worked fine, despite the fact that A_ReFire appears millions of times in its DECORATE.


I am using a modified IWAD. I know that's a no-no, but I'm not distributing it, and it makes editing easier for me. Is this the problem maybe?


Since I'm a GZdoom n00b and half, I figured maybe it's looking for something else.

Code: Select all

  MONSTER
  states
  {
  Spawn:
    PLAY A 4 A_Look
    PLAY A 4 
    goto Spawn
    PLAY A 4 A_Look
    PLAY A 4 
    PLAY A 4 A_Look
    PLAY B 4 
    PLAY B 4 A_Look
    PLAY B 4 
    goto Spawn+3
  See:
    PLAY ABCD 4 A_Chase
    loop
  Pain:
    PLAY G 4
    PLAY G 4 A_Pain
    goto Spawn+3
  Missile:
    PLAY E 4 A_FaceTarget
    PLAY F 6 bright A_SPosAttack
    PLAY A 4 A_FaceTarget
    PLAY A 0 A_ReFire
    PLAY F 6 bright A_SPosAttack
    PLAY A 4 A_FaceTarget
    PLAY A 0 A_ReFire
    goto Missile+4
    goto See
Yes, it's a monster that uses Marine sprites.


This DECORATE code has worked fine in Zdoom. Maybe GZdoom is based off a different version of the current Zdoom?
Classic Doom Guy
Posts: 5
Joined: Wed Jul 25, 2007 20:26

Post by Classic Doom Guy »

Sorry people.

I figured it out. Disregard.
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Graf Zahl
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GZDoom Developer
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Post by Graf Zahl »

A_Refire is a weapon only code pointer but the check for this has been added after the release of ZDoom 2.1.7 so it's in GZDoom and not in ZDoom.
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TheDarkArchon
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Post by TheDarkArchon »

Yeah, I pointed that out over at the ZDoom forums.
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