non-solid zombies
Posted: Sun Mar 11, 2007 8:02 pm
Gunter brought this bug to my attention (I knew that fvf had this bug long ago, I always thought it was just a fvf bug) that zombies can bypass the self.solid = SOLID_SLIDEBOX; call when getting up from "death". The zombie is forever SOLID_NOT and cannot be damaged (unless you use splash damage or monsters). Gunter proposed a solution by adding a check in the zombie's walk and run macro frames. I gave it a try and it did NOT work. Let's try to figure out a solution to this bug
To trigger this bug easily, knock down the 3 zombies in e1m3's start in the NailGun trap just before being squished. The zombies will get up and stay in SOLID_NOT.
yes I've already tried putting the check before and after those other calls.

To trigger this bug easily, knock down the 3 zombies in e1m3's start in the NailGun trap just before being squished. The zombies will get up and stay in SOLID_NOT.
Code: Select all
void() zombie_walk1 =[ $walk1, zombie_walk2 ] {
// Fix for active non solid zombie bug by Gunter
if (self.solid != SOLID_SLIDEBOX)
self.solid = SOLID_SLIDEBOX;
ai_walk(0);
};
...
void() zombie_run1 =[ $run1, zombie_run2 ] {
// Fix for active non solid zombie bug by Gunter
if (self.solid != SOLID_SLIDEBOX)
self.solid = SOLID_SLIDEBOX;
ai_run(1);
self.inpain = 0;
};
yes I've already tried putting the check before and after those other calls.