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ASCII fallback is not drawn on hitting a creature that doesn't have a sprite defined directly #46276

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int-ua opened this issue Dec 23, 2020 · 1 comment
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<Bug> This needs to be fixed SDL: Tiles / Sound Tiles visual interface and sounds.

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@int-ua
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int-ua commented Dec 23, 2020

Describe the bug

Instead it falls back to the unknown tile even for creatures that have a sprite through copy-from/looks_like.

I believe this is the relevant function that tries to compose animation_hit over the monster sprite:

void cata_tiles::draw_hit_frame()

Steps To Reproduce

  1. Use tiles build, enable animations.
  2. Choose a tileset that doesn't have a Frog Mother sprite yet but has animation_hit and unknown (Ultica)
  3. Hit a Frog Mother.
  4. When animation_hit is displayed the ASCII F that represents the Frog Mother turns into the unknown tile.

Expected behavior

animation_hit is drawn over the same sprite that is shown by default. Either a looks_like or the ASCII fallback.

Screenshots

Versions and configuration

  • OS: Ubuntu
  • Game Version: 0.E-8128-gc363e33
  • Graphics version: Tiles
  • Mods loaded: default

Additional context

I-am-Erk/CDDA-Tilesets#342

@anothersimulacrum anothersimulacrum added <Bug> This needs to be fixed SDL: Tiles / Sound Tiles visual interface and sounds. labels Dec 23, 2020
@acepleiades
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I've seen this issue happen with normal zombies, cop zombies and brutes when recently playing on Android.
I thought this was an intended feature. On those monsters, it looks like a staggering visual effect.
However, I noticed that zombie brute variants changed to the blonde male (which I believe is the first and original variant) when this happened. So a woman brute would turn into a man brute for a second.
I don't know if the effect occurs when hitting a monster at every angle, with every damage type, and every damage number. I got it consistently with low level unarmed Karate strikes.

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Labels
<Bug> This needs to be fixed SDL: Tiles / Sound Tiles visual interface and sounds.
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