[1.8.4 - 1.9pre-639] bug : parsing Player.DamageScreenColor
Posted: Sun May 25, 2014 0:36
Hi!
Adding a damage screen color to my custom player:
gzdoom fails to start and drops the next error:
But if I change the previous color by an obvious hexadecimal number:
or if I split the color components:
it works as expected.
It seems the parser takes "400000" for something different of a valid hex number and the process fails in the next token.
Adding a damage screen color to my custom player:
Code: Select all
Actor NewDoomPlayer : Doomplayer
{
Player.DamageScreenColor "400000", 1.0, "FleshPunch"
}
Code: Select all
Script error, "MOD.PK3:actors/players/doomplayer.dad" line 12:
SC_GetNumber: Bad numeric constant "1.0".
Code: Select all
Actor NewDoomPlayer : Doomplayer
{
Player.DamageScreenColor "3F0000", 1.0, "FleshPunch"
}
Code: Select all
Actor NewDoomPlayer : Doomplayer
{
Player.DamageScreenColor "40 00 00", 1.0, "FleshPunch"
}
It seems the parser takes "400000" for something different of a valid hex number and the process fails in the next token.