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sensor_player entity is broken (currently maps must stick on deprecated definitions instead) #663
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As seen in #664, this new entity code is not used by official maps, so new code is dead code, which is not good at all. |
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If you could help us to port the new maps we (you?) could remove the deprecated code and we could find and fix the remaining bugs. 😀 To be honest in the last map upgrade batch I coordinated I didn't have the energy left to also include the entities. We really owe this to @t4im though. |
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It's probably just a slip in https://github.com/Unvanquished/Unvanquished/blob/master/src/gamelogic/sgame/sg_spawn_sensor.cpp#L492 |
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Omg you live! :3 |
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yes, |
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@t4im we have C++ in the gamelogic now :3 |
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The main door opening bug in pulse is probably related to the “wait” keyword. |
Hi, as revealed in this thread, only the deprecated entity code work.
Since 2014-04-30
sensor_playeris known to not fire since it's written in a comment in this code here and I can reproduce this bug today.This file references the obsolete code, and if I replace entity code like
trigger_multipleby the new onesensor_player, the map logic (door opening for example) is broken.The text was updated successfully, but these errors were encountered: