Closed comradeshook closed 8 months ago
Offtop: I actually remember fixing that bug when it was C only, the guy was shooting in a completely wrong direction. Was something to do with float calculations... Maybe Go skewed that again somehow.
Kinda a regression! xD
I think this time it's different. This archer was only a bit off probably, similar to #657.
If memory serves, he did shoot in a north-ish direction, so that would check out. I say the following without knowing how things actually work, but perhaps something to do with scripted targeting? They're all unerringly accurate when playing normally, it's only these scripted sequences that bug out.
Wait, what? North? That's exactly the same way the bug in C behaved, iirc
https://github.com/noxworld-dev/opennox/commit/555eba598269414b0e3bedba98a6e12cc445b9a2 Check that commit @dennwc, may be related
Haven't checked yet, but here's the commit porting that function: 122875acd0fbf77f27697fa804fe3f395541af10
Fixed via https://github.com/noxworld-dev/opennox/commit/a0bb1dcd072854100c05174a36b90aff1b53ef46 :man_facepalming: I hate C pointer rules :sweat_smile:
Oh right by the way @dennwc, would this also fix monsters not turning towards you when they hear you? Otherwise i got another issue to add and document :V I'm wondering because they were all steadfastly turned north, much like how the archer and urchins fired north, so maybe the issues are/were related.
No, the one I fixed only affects scripted monsters firing. Can you please open a new ticket for this?
Yep yep, coming right up. Just need to secure a good repro. :v
Hmm, in retrospect, i think it might actually be #512 that i ran into, enemies did turn around like they should when i fell down after the necromancer in Field of Valor. I'll keep an eye out though, in case i run into something similar again.
As per title, this annoying asshole misses his initial shot intended to detonate the barrel in this room. Possibly related to #657 ?
Playing on Windows, GOG version, v1.9.0 alpha12.