Fix lightning gun weapon number zeroed when sending weapon info to EV_MISSILE_MISS event#695
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LegendaryGuard wants to merge 1 commit intoioquake:mainfrom
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Fix lightning gun weapon number zeroed when sending weapon info to EV_MISSILE_MISS event#695LegendaryGuard wants to merge 1 commit intoioquake:mainfrom
LegendaryGuard wants to merge 1 commit intoioquake:mainfrom
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…_MISSILE_MISS event
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So what's the effect of this bug? It seems to me that we'd hit the default case anyway, if Lines 1768 to 1796 in f717a83 But anyways yeah, it seems like it's a bug that the weapon is not set. |
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It happened when I was developing a mod and the hit sound couldn't be heard from this lightning gun weapon while hitting something solid like a wall, even doesn't receive an effect from the event. Imagine modding that detail, it would give a zeroed result, no matter the situation. |
zturtleman
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This forgotten detail from id Software has been unfixed for years and years.
So, that means lightning gun sounds and effects don't play while the weapon number is always 0.
That can be reproduced and debugged writing these lines on
cgame/cg_weapons.cin line ~1923:Compile, run the game, get the lightning gun weapon, use it and shoot no matter where, it will print the log in the console.
That's what happens in the console log: