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sensor_player entity is broken (currently maps must stick on deprecated definitions instead) #663

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illwieckz opened this issue Mar 7, 2015 · 7 comments

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@illwieckz
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Hi, as revealed in this thread, only the deprecated entity code work.

Since 2014-04-30 sensor_player is 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_multiple by the new one sensor_player, the map logic (door opening for example) is broken.

@illwieckz
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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.

@Viech
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Viech commented Mar 8, 2015

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.

@t4im
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t4im commented Mar 8, 2015

It's probably just a slip in https://github.com/Unvanquished/Unvanquished/blob/master/src/gamelogic/sgame/sg_spawn_sensor.cpp#L492
Can't test it atm, but looks like that should be qtrue

@Viech
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Viech commented Mar 8, 2015

Omg you live! :3

@illwieckz
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yes, qtrue on this line fix many issues, but I have one remaining bug in pulse map. When I touch the texture to trigger the main door opening, the opening sound is heard, but the door does not open…

@Kangz
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Kangz commented Mar 24, 2015

@t4im we have C++ in the gamelogic now :3

illwieckz added a commit to illwieckz/Unvanquished that referenced this issue Apr 4, 2015
@illwieckz
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The main door opening bug in pulse is probably related to the “wait” keyword.

@Viech Viech closed this as completed in f961270 Apr 5, 2015
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