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Heretic: Fix Translucency Option affecting MT_MUMMYLEADERGHOST #1273
Heretic: Fix Translucency Option affecting MT_MUMMYLEADERGHOST #1273
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Thank you! I have no problem merging this, but do you think you could keep both monster types apart by their states - or are these again identical? |
Yes, they also share the states. In fact, they are almost idendical apart from the doomednum and the shadow-flag. An alternative could be to check for the shadowflag together with the sprite. { // MT_MUMMYLEADER
45, // doomednum
S_MUMMY_LOOK1, // spawnstate
100, // spawnhealth
S_MUMMY_WALK1, // seestate
sfx_mumsit, // seesound
8, // reactiontime
sfx_mumat1, // attacksound
S_MUMMY_PAIN1, // painstate
64, // painchance
sfx_mumpai, // painsound
S_MUMMY_ATK1, // meleestate
S_MUMMYL_ATK1, // missilestate
S_NULL, // crashstate
S_MUMMY_DIE1, // deathstate
S_NULL, // xdeathstate
sfx_mumdth, // deathsound
12, // speed
22 * FRACUNIT, // radius
62 * FRACUNIT, // height
75, // mass
0, // damage
sfx_mumact, // activesound
MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
MF2_FOOTCLIP | MF2_PASSMOBJ // flags2
},
{ // MT_MUMMYLEADERGHOST
46, // doomednum
S_MUMMY_LOOK1, // spawnstate
100, // spawnhealth
S_MUMMY_WALK1, // seestate
sfx_mumsit, // seesound
8, // reactiontime
sfx_mumat1, // attacksound
S_MUMMY_PAIN1, // painstate
64, // painchance
sfx_mumpai, // painsound
S_MUMMY_ATK1, // meleestate
S_MUMMYL_ATK1, // missilestate
S_NULL, // crashstate
S_MUMMY_DIE1, // deathstate
S_NULL, // xdeathstate
sfx_mumdth, // deathsound
12, // speed
22 * FRACUNIT, // radius
62 * FRACUNIT, // height
75, // mass
0, // damage
sfx_mumact, // activesound
MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_SHADOW, // flags
MF2_FOOTCLIP | MF2_PASSMOBJ // flags2
}, I got the name wrong in the description, I will update that. |
Since this is both, the only difference between the two monsters and the sole reason why the base sprite should not be drawn for the ghost variant, I think this would be the appropriate fix. |
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Thank you!
I have changed it to also check the absence of the MF_SHADOW flag. Since the normal MT_MUMMYGHOST doesn't have a firing state and thus never reaches the frame 24, these conditions should now isolate the MT_MUMMYLEADER correctly. |
Related Commit:
23d3281
Change Description
Its a bit of a late finding, but I saw today, that the replacement of the doomednum with the sprite name in the above mentioned commit has an undesired side-effect: The sprite (and also attack-states) are both present for the
MT_MUMMYLEADER
andMT_MUMMYLEADERGHOST
, meaning that the ghost versions now also get a base-sprite drawn when the translucency-option is active. This is not intended, so I would like to hereby revert this change and use the unique identifier again to distinguish those otherwise similar enemy-types.