Open rakohus opened 4 months ago
I'm not too familiar with GZDoom's code, but from what I could figure out, the problem seems to be that PClassActor::StaticInit
- the function that fills PClassActor::AllActorClasses
- is called before DeHacked patches are loaded.
The new classes defined in the patch aren't added to PClassActor::AllActorClasses
, and in turn RegisterIDs()
isn't called for them, so they aren't added to DoomEdMap
, preventing them from spawning in maps (though the classes exist and can be summoned through the console).
GZDoom version
g4.12.2
Which game are you running with GZDoom?
Doom 2
What Operating System are you using?
Windows 10
Please describe your specific OS version
Win 10
Relevant hardware info
N/A
Have you checked that no other similar issue already exists?
A clear and concise description of what the bug is.
While implementing dsdhacked support in Odamex, I was using dsda and gz as references for behavior and noticed this. I pulled these things straight out of Eviternity 2 for testing. They appear correctly in Eviternity 2 RC5 across both ports.
In the supplied wad, they only spawn in dsdadoom. In gz, they appear as the unknown <!> thing.
Steps to reproduce the behaviour.
Run the supplied wad. ev2dsd.zip
Your configuration
No response
Provide a Log
No response