SRB2 Message Board  

Go Back   SRB2 Message Board > Sonic Robo Blast 2 > SRB2 Discussion > Bug Reports

Reply
 
Thread Tools Search this Thread
Old 09-29-2014   #1
Yacker
Metallic
 
Yacker's Avatar
Default Each time glitch

If two people activate an each time sector at the same time, only the person with the lower node will recieve the sectors effect. This can easily be achieved by flying someone with Tails into one.
Yacker is offline   Reply With Quote
Old 09-29-2014   #2
Steel Titanium
Developer
 
Steel Titanium's Avatar
Default

I thought that the each time bug got fixed?
__________________
Insert signature here
Steel Titanium is offline   Reply With Quote
Old 09-29-2014   #3
Monster Iestyn
Friendly Neighbour-Hood
Moderator
 
Monster Iestyn's Avatar
Default

No Steel, that was a different each time bug, where only the first two nodes were capable of triggering each time linedefs.
__________________
My page stuffed full of MIDI goodness!
The Hitchhiker's Guide to the Robo-Hoodiverse
Timeline of Sonic Robo Blast History!

That's an uppercase i, not a lowercase L, for the record. Also, it's pronounced "Yes-tin".
Monster Iestyn is offline   Reply With Quote
Old 10-01-2014   #4
ForgiveThisNewb
Default

Pull request submitted: https://github.com/STJr/SRB2/pull/32

If I didn't screw up and the developers approve the request, the issue will be fixed in the next version.
ForgiveThisNewb is offline   Reply With Quote
Old 10-01-2014   #5
fickleheart
ms reflec beat stan
 
fickleheart's Avatar
Default

That just causes the game to hang in an infinite loop whenever an Each Time trigger is entered by anyone. None of the variables that affect the outcome of P_HavePlayersEnteredArea are changed either in the function itself or in the code block executed after that if statement, so that fixes nothing.
__________________
OK Google, define "hubris".
fickleheart is offline   Reply With Quote
Old 10-02-2014   #6
ForgiveThisNewb
Default

Quote:
Originally Posted by RedEnchilada View Post
That just causes the game to hang in an infinite loop whenever an Each Time trigger is entered by anyone. None of the variables that affect the outcome of P_HavePlayersEnteredArea are changed either in the function itself or in the code block executed after that if statement, so that fixes nothing.
The line "oldPlayersArea[affectPlayer]=1;" definitely effects the outcome of P_HavePlayersEnteredArea(). However, upon looking at the code again and at each time's specifications on the wiki, I realized that I didn't cover the case where each time is set to trigger on exiting. That's why you're getting an infinite loop. I've since fixed it.
ForgiveThisNewb is offline   Reply With Quote
Reply
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 12:13 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2019, vBulletin Solutions, Inc.