Not really bugs but, sprite discrepancies:
-JMartinez2098 has posted the motorcycle HUD sprites with black gloves and corrected dual MP40 reloading sprites (LH without the charging handle) on Discord.
Player.txt:
-Rainbow blood on visor during Ancient Arachnotron fatalities
-ACS_Execute(582,...) and 583 lines in FatalityArachnotron2B and FatalityArachnotron2A
-Unkown Script 171 error message
-ACS_ExecuteAlways(171,...) in FatalityArachnotron2B and FatalityArachnotron2A
-Ground execution monster sprites are not visible to the player
-monster sprite needs to be spawned further in front of the player in ExecuteImp, ImpExecuteFloor, ExecuteZombieman, ZombiemanExecuteFloor, ExecuteShotgunGuy, and ShotgunGuyExecuteFloor.
Footsteps.txt:
-DualSMG, MP40, DualMP40, and GLAmmo starting ammo counts are missing
-DoubleRifleAmmo and DoublePlasmaAmmo are set at starting with only a single full magazine
Axe.txt:
-Colored blood sprinting states are missing the weapon sprite
-copied the normal sprint state code into each one then just changed the frames to the correct blood color is what I did
DualMP40.txt:
-Reloading causes three empty clips to spawn
DualPlasma.txt:
-Will spawn many PlasmaCaseSpawns when turbo reloading without any reserve ammo
-Replaced it's turboreload state with the DualRifle's turboreload and changed the frames
Melee.txt:
-Player will punch an explosive barrel without berserk and pressing the dual-wield or use key (I don't remember) on the barrel
-A_JumpIf(CheckClass("ExplosiveBarrel1",AAPTR_PLAYER_GETTARGET,TRUE),"Ready3") in the CheckGrab and CheckGrab2 state is what I did
-Player is forced to pull out their pistol after performing a ground execution with fists selected
-Notated-out ACS_ExecuteAlways(310) in StealthAttack state
-Melee attacks have an unnatural range
-MeleeStrike2, MeleeStrikeNormal, BerserkGrabAttack, and StealthAttack have very high speeds
MP40.txt:
-Gets stuck in an infinite loop when trying to turbo reload with no reserve ammo
-Changed GoTo NoAmmo to GoTo Ready in Reload state
Rifle.txt:
-Player's vision will stay zoomed-in but, rifle will lower to the non-zoomed ready state when turbo reloading with no reserve ammo
-A_Takeinventory("Reloading",1) needs to be moved before the A_JumpIfInventory("TurboReload",1,"TurboReload") line
Saw.txt:
-Missing colored blood sprinting states
-Sprinting also causes blood to be removed from the saw
-Removed A_TakeInventory(...BloodOnVisor,...) lines from StartSprint state
Shotgun.txt:
-Gets stuck in an infinite loop when trying to turbo reload with no ammo left
-Changed GoTo NoAmmo to GoTo Ready in Reload state
-Performs an unnecessary pump when turbo reloading an empty shotgun
-Addded a A_TakeInventory("ShotgunWasEmpty", 1) to FinishTurboReload and FinishTurboReload2 states
SSG.txt:
-"Click" sound effect from the NoAmmo state was noticeably cutting off the SSG fire sound effect in tactical mode
-Added a A_JumpIfInventory("NoAutoReload", 1, 2) and then a TNT1 AA 0 and Goto Ready under the Goto NoAmmo2 in the Fire state
-Changed to A_JumpIfInventory("NoAutoReload", 1, 2) in AltFire2 state
WeaponSpawners.txt:
-Weapon spawner sprites will flicker during online play between the rifle and the correct weapon sprite
-Changed the 0 tic frames to that of the correct weapon in all fake sprite actors (makes no sense but, it's causing sprites to flicker online)
-Created a Stay state in spawners that were missing them
Ammo.txt:
-Gas can pickup is missing the sprite
-Added a Spawn state to Actor Gas : Ammo
Possessed Monsters:
-Many are missing A_GiveInventory("SoulAmmo",10) in their various death states
Cyberdemon.txt:
-Wandering legs actor will wander forever and play the cyberdemon's scream sound effect on death (I find it odd)
-Reduced the time the legs wander and added an A_Die to the CyberdemonLegsFatality actor (imitated the Revenant's legs actor)
-Removed the A_Scream and A_BossDeath from the leg's Death state
DyingGuys.txt:
-DyingImpNoHeadClean(inherits from DyingImp) will go into a death state "with a head" if shot again with anything other than a minigun
-Inserted a Death: state label above A_SpawnItem("DeadImp_NoHead")
Labguy.txt:
-Jump target "AcidGuy" missing error message
-Removed A_Jump(112, "AcidGuy") from Death.Desintegrate state
-Missing A_Custommissile("BloodyAxe",...) spawn on GroundExecution death
Sergeants.txt:
-Double shotgun spawn on GroundExecution death
-Removed A_NoBlocking from GroundExecution death state (goes to Death.Vanish which already has a A_NoBlocking)
-Double shotgun spawns from Death.ExplosiveImpact
-Removed A_NoBlocking from Death.ExplosiveImpact and added a A_NoBlocking to BlownAwayLeft and Right
Spiders2.txt:
-Ancient Arachnotron turns into a vanilla Arachnotron when kicked
-Added a Pain.Kick state directly under the Pain state
Volcabus.txt:
-Actor's hitbox including the headshot actor do not match the volcabus sprite and players can shoot through it/miss it
-Needs a Tag "Volcabus" to display correct monster name if BDScanner is used (Mancubus is missing a tag as well)
-Added Pain.Kick and Death.ExtremePunches states (inherits from Mancubus so was turning into a Mancubus during those states)
Zombiemen.txt:
-Double weapon drops on GroundExecution
-Removed A_NoBlocking from GroundExecution state
ArtilleryTank.txt:
-Is missing a few zoomed states and will jump out of zoomed if there is no HeavyMachinegunAmmo
-Moved A_JumpIfinventory("TankZoom", 1, "FireZoom") above A_JumpIfInventory("HeavyMachinegunAmmo", 1, 1) in Fire state
-Added a A_JumpIfInventory("HeavyMachinegunAmmo", 1, 1) Goto NoAmmoZoom in FireZoom state
-Created a NoAmmoZoom state that goes back to Ready2
-Moved A_JumpIfinventory("TankZoom", 1, "AltFire2") above A_JumpIfInventory("HelicopterRocketAmmo", 1, 1) in AltFire state
-Duplicated AltFire state in the AltFire2 state but with only TNT1 A frames
Bike.txt:
-Player will often get stuck in the bike actor on exit
-Set the bike actor to spawn 68 units to the player's right on exit
-Player will get off the bike or during the transition still have the bike's weapon with a bunch of jump target not found errors
-Duplicated the helicopter's enter/exit and LightEnd states into the bike and it's weapon
-also used the enter/exit HMG script for the bike instead of the tank script (made more sense in my opinion)
-While coasting bike will play the acceleration sound effect
-Added:
BIKE A 0 A_JumpIfInventory("Accelerate", 1, 2)
BIKE A 0 A_PlaySound("BIKE1", 2, 1, 1)
Goto FinishSpeed+3
Under the FinishSpeed state label
-Made several other edits to speed gained/lost to polish it's behavior
ChaingunMarine.txt:
-Blocks player when attacking
-Notated out ChangeFlag("Solid",1) lines in attack states
EnemyTanks.txt:
-Unkown script 871 error message on ZombieHelicopter death
-change 871 script call to ACS_NamedExecuteAlways("BDDisableCameraBig", 0, 0, 0, 0) in Death state
Helicopter.txt:
-Failing to exit the helicopter causes the HUD to stay off (LightEnd state)
-Created a HeliRestart token which is given on fail to exit and checked for in the HelicopterGun actor to make it jump back to Ready and call A_GunFlash
-Too much other crap to write but obviously however you want to do it if this is worth it
PlasmagunMarine.txt:
-Blocks player when attacking
-Notated out ChangeFlag("Solid",1) lines in attack states
ShotgunMarine.txt:
-Blocks player when attacking
-Notated out ChangeFlag("Solid",1) lines in attack states
Tank.txt:
-Weapon sprite will disappear when out of HeavyMachinegunAmmo
-Created a NoAmmoZoom state that goes back to Ready2
-Duplicated the AltFire state into the AltFire2 state and changed frames to TNT1 A
GLDEFS.txt:
-ArmorShard is missing a frame which causes the greenlight to blink (I dont know if this is intentional or not?)
-Change Object ArmorShard to have {frame BON2 { light GREENITEM2 }}
KEYCONF:
-What is the reasoning behind why the weapons are ordered the way they are? I couldn't decipher a clear pattern.
The revolver also does zero damage to enemies if you shoot them in the head. The RevoPuff has a damagetype of "explosiveimpact" which the headshot actors have a DamageFactor of 0.0 to. Changing the RevoPuff to have the damagetype of kick works and still knocks smaller enemies on their asses when shot in the torso.
Edited by: BLOODWOLF333