Invalid Brak Eggman Missile info.c entry incorrect

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Prime 2.0

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brakbreaks.png


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The spawn state of the brak eggman missile in info.c is incorrect. This means that saving the entry for it in SOC edit will result in different behavior than the unmodified game. The raw code provided is below:

Code:
Thing 42
MAPTHINGNUM = -1
SPAWNSTATE = 446
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 258
DEATHSOUND = 294
XDEATHSTATE = 0
SPEED = 655360
RADIUS = 1572864
HEIGHT = 1572864
MASS = 100
DAMAGE = 1
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 66064
The proper spawnstate is 463. However, in addition to this, something is wrong with the sound entries as described by info.c in which a thok sound is played when the player grabs on to the missile, and when it is destroyed. I have not yet found the cause of this.
 
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SOCEdit apparently searches info.h for state information to display on things properties.

What I think the problem is, is the way SOCEdit handles these searches. It seems to try finding the first occurrence of "S_BLACKEGG_MISSILE" in info.h, and indeed the first one it finds is "S_BLACKEGG_MISSILE1" since that state comes first in the enumerable of states.

Go to line 1011 in info.h, change "S_BLACKEGG_MISSILE1" to something else and restart SOCEdit. You'll see that it shows the next state with the string "S_BLACKEGG_MISSILE" on its name as the missile's spawn state (in this case "S_BLACKEGG_MISSILE2", still the incorrect one).
 
This, instead of numbering entries in the source files and having SOCedit read that? How absurd. It's neat to know why this was happening, though.
 
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