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.movflag issues  "intentional or accidental?"

User is offline   Jblade 

#1

A long while back helixhorned added in the .movflag member for actors - I could also use this to make new custom moves for actors but this doesn't work in newer snapshots. Is this an intentional act, or a side-effect of something else? If it's the latter, I'll try and track down the snapshot where it starts to occur but it was an intentional move, I'll have to change my code accordingly.
0

User is offline   Trooper Dan 

  • Duke Plus Developer

#2

Does htmovflag still get set correctly if a sprite is bumping into something? It sounds like just the custom move thing is broken, but I want to make sure.
0

User is offline   Jblade 

#3

I'm bumping this since I'm trying to figure when the break happens - I isolated it down to snapshot 7238 - 7187 works as intended. In 7187 if I set .movflag it'll remain to what I set it, but in 7238 and up if I set it to anything new it'll reset to -1 causing the enemy to just wander in a straight line. There's a lot of revisions there talking about CON clean ups so it looks like this is a sideeffect.
0

User is offline   TerminX 

  • el fundador

  #4

That member is set by the game purely so you can see what an actor collided with from CON--it's not read back anywhere except for in CON_IFNOTMOVING. It's kind of a poor name for it but it is what it is.

What you're describing sounds more like what the source code also sometimes calls "movflags"--the flags you define "moves" in CON with. Those are stored in the actor's hitag.
0

User is offline   Jblade 

#5

Yeah that's what I mean - I had no idea they were stored in the actor's hitag; That explains why whenever I dump a map with debug the enemies always have different values.
0

User is offline   Jblade 

#6

This isn't worth making a new topic over, but findnearspritez is broken after snapshot 7352; I can replace this easily enough but it might be worth mentioning anyways since maybe it has a knock-on effect elsewhere.

here's some example code that demonstrates it:
gamevar TEMP 0 2

useractor notenemy 108

ifaction 0
	{
	ifcount 13
		{
		findnearspritez 109 1024 1024 TEMP
		ifn TEMP 0 spritepal 6 else spritepal 0
		addlogvar TEMP
		resetcount
		}
	}

enda

useractor notenemy 109
enda

108 picks up 109 fine on 7352, but on 7358 up to the latest snapshot it doesn't find it.
1

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