This should fix all those damn VM aborts when using UT gibbing.

Small fixes and adjustments.
This commit is contained in:
Marisa the Magician 2019-09-27 00:42:28 +02:00
commit 00de3f29e1
3 changed files with 14 additions and 7 deletions

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@ -66,14 +66,21 @@ This mod requires GZDoom g4.3pre-79-gbcef44051 or later.
## Ideas
- Code cleanup / backporting of improvements from Doomreal
- Stop using A_Overlay instead of player.SetPSprite, this breaks stuff (and
is the reason the Enforcer does that lowering thing when reloading)
- Simplify certain fire loops (especially the minigun/biorifle)
- Add ####-based tweening to some weapon animations where needed
- Remember to flip the translocator model so people stop complaining
- Fancy titlemap like Doomreal
- Pickup lights like Doomreal
- Figure out some alternative invincibility item. Kinda like how I improvised
the backpack replacement.
the backpack replacement
## Future plans
- Additional model optimization and cleanup (optional, not needed for 1.0)
- Trim out unused animations (this one is going to be very time-consuming)
- Recenter the backpack mesh (it was a complete hack job to begin with)
- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once
scripted textures are implemented
- Redo player models once GZDoom gets a well deserved model animation system

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@ -212,8 +212,8 @@ FLAK_MSOPTS = "Misc Options";
FLAK_UTFOOT = "UT footsteps";
FLAK_BFOOT = "Boss class uses unique footsteps";
FLAK_UBLOD = "UT blood";
FLAK_UGIB = "[WIP] UT gibbing";
FLAK_UCORPS = "[WIP] Corpses take damage";
FLAK_UGIB = "UT-style gibbing for vanilla monsters (unstable)";
FLAK_UCORPS = "Corpses take damage (unstable)";
FLAK_DTEST = "Edit Kinsie's test map";
FLAK_FSTRENGTH = "Screen flash strength";
FLAK_SAWAMMO = "Chainsaw uses ammo";
@ -433,8 +433,8 @@ FLAK_MSOPTS = "Opciones Misceláneas";
FLAK_UTFOOT = "Sonidos de pasos de UT";
FLAK_BFOOT = "La clase Jefe usa sonidos de pasos propios";
FLAK_UBLOD = "Sangre de UT";
FLAK_UGIB = "[WIP] Vísceras de UT";
FLAK_UCORPS = "[WIP] Los cadáveres reciben daño";
FLAK_UGIB = "Vísceras de UT (inestable)";
FLAK_UCORPS = "Los cadáveres reciben daño (inestable)";
FLAK_DTEST = "Editar mapa de pruebas de Kinsie";
FLAK_FSTRENGTH = "Intensidad de destellos en pantalla";
FLAK_SAWAMMO = "La motosierra usa combustible";

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@ -2708,7 +2708,7 @@ Class UTMainHandler : EventHandler
e.Thing.A_XScream();
e.Thing.A_NoBlocking();
e.Thing.A_BossDeath();
e.Thing.Destroy();
e.Thing.SetStateLabel("Null"); // instead of destroying, should prevent random VM aborts
return;
}
// attach damage accumulator for corpses