My work is never done yet
I'm not sure if this has already been reported and corrected for 2.1, but A_FindTarget and A_FindTracer don't seem to use the 3D distance between objects to determine which are closest/farthest, only the horizontal 2D distance. For example, I was testing out an object that used A_FindTarget to lock onto the nearest enemy of a certain type, but if I stacked two of that enemy so that one was directly on top of the other, the object would always lock onto the lower of the two, even if it was at the exact same height as the higher one. After looking at the code for A_FindTracer, I discovered that it had that issue as well. This can be a problem in FOF-heavy levels/levels with directly vertical segments, so I'd appreciate it if it could be corrected.
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