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A_Explode Glitch

Posted: Sat Oct 20, 2007 20:36
by wildweasel
While working on my latest weapon mod, I discovered a glitch with the A_Explode pointer. First the code:

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
  }
}
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.

Posted: Sun Oct 21, 2007 0:17
by TheDarkArchon
Wasn't the instant death at explosion ground zero bug fixed a while back?

Posted: Sun Oct 21, 2007 1:51
by wildweasel
Looking through Closed Bug logs, it doesn't seem that it has.