- My ActorMover fix from earlier today was causing problems with moving sectors

because it exposed a design flaw in the thinker system:
  Having every single actor default to the highest available statnum means that 
  nothing can be placed in a slot where it is guaranteed to be run after all actors 
  have ticked. But this is required for any thinker that moves an actor 
  (i.e. AActorMover and DSectorEffect.) With DSectorEffect it just went unnoticed 
  because they were added at the end of the list so almost nothing they moved was
  behind them in a thinker list. However, when an actor was spawned on a moving 
  floor it did not move smoothly. The default statnum is now 100 so that there's 
  sufficient slots above where such thinkers can be placed.


SVN r2060 (trunk)
This commit is contained in:
Christoph Oelckers 2009-12-30 18:53:14 +00:00
commit fa452ffd41
11 changed files with 53 additions and 48 deletions

View file

@ -3,6 +3,15 @@ December 30, 2009 (Changes by Graf Zahl)
it happened outside the moved actor's Tick function. This got particularly
obvious with moving skybox viewpoints (See Daedalus's MAP21 intro for a good
example.)
Fixing this exposed a design flaw in the thinker system:
Having every single actor default to the highest available statnum means that
nothing can be placed in a slot where it is guaranteed to be run after all actors
have ticked. But this is required for any thinker that moves an actor
(i.e. AActorMover and DSectorEffect.) With DSectorEffect it just went unnoticed
because they were added at the end of the list so almost nothing they moved was
behind them in a thinker list. However, when an actor was spawned on a moving
floor it did not move smoothly. The default statnum is now 100 so that there's
sufficient slots above where such thinkers can be placed.
December 28, 2009
- Fixed: Shooting up and down with AArtiPoisonBag3::Use() was completely