A_Explode Glitch
Posted: Sat Oct 20, 2007 20:36
While working on my latest weapon mod, I discovered a glitch with the A_Explode pointer. First the code:
Now the glitch: The psifireball does not hurt the player even if they're in the radius, unless they're aiming directly at their feet, at which point it kills them instantly regardless of what A_Explode's damage is set to.
Code: Select all
ACTOR PsiFireBall
{
Radius 5
Height 6
Speed 40
PROJECTILE
Damage 20
Scale 1.5
SeeSound "psiamp/fireball"
DeathSound "psiamp/firehit"
States
{
Spawn:
BRB2 AAABBB 1 BRIGHT A_CustomMissile("PsiFireSmokeTrail",0,0,0)
Goto Spawn+1
Death:
BFS1 A 0 A_Explode(4,48,0)
BFS1 A 0 A_Scream
BFS1 A 0 A_AlertMonsters
BFS1 A 0 A_CustomMissile("PsiFireBallFrags", 24 , 0, random(0, 360), 2, random(5, 45))
BFS1 A 0 A_CustomMissile("PsiFireBallFrags", 24 , 0, random(0, 360), 2, random(5, 45))
BFS1 A 0 A_CustomMissile("PsiFireBallFrags", 24 , 0, random(0, 360), 2, random(5, 45))
BFS1 A 0 A_CustomMissile("PsiFireBallFrags", 24 , 0, random(0, 360), 2, random(5, 45))
BFS1 A 0 A_CustomMissile("PsiFireBallFrags", 24 , 0, random(0, 360), 2, random(5, 45))
BFS1 A 0 A_CustomMissile("PsiFireBallFrags", 24 , 0, random(0, 360), 2, random(5, 45))
BFS1 A 0 A_CustomMissile("PsiFireBallFrags", 24 , 0, random(0, 360), 2, random(5, 45))
BFS1 A 0 A_CustomMissile("PsiFireBallFrags", 24 , 0, random(0, 360), 2, random(5, 45))
BFS1 A 0 A_CustomMissile("PsiFireBallFrags", 24 , 0, random(0, 360), 2, random(5, 45))
BFS1 A 0 A_CustomMissile("PsiFireBallFrags", 24 , 0, random(0, 360), 2, random(5, 45))
TNT1 A 1
Stop
}
}