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Skeletons that are not in the original level 3 room start falling from the wrong room. #284
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Done: 8c85a54 |
Yeah, skeletons in different locations than the original room could start hanging in the air in another room as they get re-positioned to the room below after they fall out. The game does not process guards in rooms other than the drawn room. Sometimes if you visit the room, you start seeing weird skeleton frames for the hung skeleton which is probably caused by some issue with the assigned sequence. Also, if the mod supports drawing fallen guards the room changes causes problems especially if the room ends up being 0. |
I noticed another skeleton strangeness that causes loose tiles to shake (sometimes fall in my mod). The "enter_guard" assigns sequence 63 when entering the room. Line 205 in 88c65dc
But that sequence enum is misnamed. It is almost the same as sequence 90 but also causes the tiles on the guard's row to shake. It is really designed for a guard falling down and immediately stand engarde. It should be called something like "seq_63_guard_stand_after_fall". Line 179 in 88c65dc
Sequence 90 (seq_90_en_garde which is really the guard_stand_active sequence) is almost the same but does not shake the floors and should be used in the "enter_guard" instead. It is used correctly in the "draw_sword()" method. It seems like a bug from the original PoP. |
In my test, the loose tiles in the prince's row shake: Now that I think of it, every time a guard lands, the loose floors in the prince's row shake.
Renamed: 834ebf3 |
The Guard (skeleton) room gets pointed to the room below even if the room below does not match the "skeleton reappear room".
The code should probably be changed to
SDLPoP/src/seg002.c
Line 257 in 133bb10
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