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Teleports sometimes don't work #77

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sneakernets opened this issue Jan 18, 2015 · 4 comments
Closed

Teleports sometimes don't work #77

sneakernets opened this issue Jan 18, 2015 · 4 comments
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@sneakernets
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in E2M4, it is possible to run to the teleporter in the start room and wind up in the same room where you teleported from, silently, with fog. you'll also be turned 90 degrees to the left.

Just run to it directly and you'll see it.

@bradharding bradharding self-assigned this Jan 18, 2015
@bradharding
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Thanks. I'll check it out.

@sneakernets
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Here is a video: https://www.youtube.com/watch?v=Pya8XJLQun4

@bradharding
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I can't seem to figure this one out. I'm able to replicate the issue when running (most of the time), as well as running back through the teleporter it teleports to. In other maps, however, I'm not able to replicate the issue. The teleport right at the beginning of E2M1 for instance. In P_TeleportMove() in p_map.c, it would appear the thing's (x,y) position is set correctly (confirmed by outputting them to stdout), and the code in EV_Teleport() in p_telept.c is executing otherwise the fog wouldn't be created. Is it possible P_SetThingPosition() in p_maputl.c is failing?

bradharding added a commit that referenced this issue Jan 18, 2015
Caused by changes I previously made to P_XYMovement() in p_mobj.c.
Thanks to @sneakernets for raising this problem (see issue #77).
@bradharding
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Thanks @sneakernets! After much hair-pulling, issue fixed in commit 61ea145.

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