Abandoning?

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A-star

now Known as Player 1.1
I had a Charactere WAD with a Super Form loaded, and when I went super, the top-left text said "Abadoning". What does that mean?
 
I don't know what this means, but it does it with more than just superforms. It occasionally will do it when you get an invinciblity or things like that.
 
Code:
static void R_DrawVisSprite(vissprite_t *vis, int x1, int x2)
{
    column_t *column;
    int texturecolumn;
    fixed_t frac;
    patch_t *patch;


    //Fab : R_InitSprites now sets a wad lump number
	 x1 = x2 = 0; // Logan: WHAT? we pass x1 and x2 for cliping, and we don't use them?
    patch = W_CacheLumpNum(vis->patch, PU_CACHE);

    dc_colormap = vis->colormap;
	if (vis->mobj && vis->mobjflags & MF_TRANSLATION && vis->transmap) // Map it to the color of the player that thokked it. Tails 08-20-2002
	{
		colfunc = transtransfunc;
		dc_transmap = vis->transmap;
		dc_translation = defaulttranslationtables - 256 +
			((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8));
	}
    else if (vis->transmap == VIS_SMOKESHADE)
        // shadecolfunc uses 'colormaps'
        colfunc = shadecolfunc;
    else if (vis->transmap)
    {
        colfunc = fuzzcolfunc;
        dc_transmap = vis->transmap;    //Fab : 29-04-98: translucency table
    }
    else if (vis->mobjflags & MF_TRANSLATION)
    {
        // translate green skin to another color
        colfunc = transcolfunc;

		// New colormap stuff for skins Tails 06-07-2002
		if (vis->mobj->player) // This thing is a player!
		{
			if (vis->mobj->player->skincolor)
				dc_translation = translationtables[vis->mobj->player->skin] - 256 +
					((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8));
			else
			{
				static int firsttime = 1;
				colfunc = basecolfunc; // Graue 04-08-2004
				if (firsttime)
				{
					CONS_Printf("Abandoning!\n");
					firsttime = 0;
				}
			}

I'm not totally sure, but it looks like some bug with color NONE to me. Color NONE sucks anyway.
 
You are right Draykon, color none negates all custom abilities involving control things. Therefore it sucks
 
Well, actually it doesn't look like a bug at all. Take a note:

Code:
         if (vis->mobj->player->skincolor) 
            dc_translation = translationtables[vis->mobj->player->skin] - 256 + 
               ((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8));
This is checking to see if the player's color isn't "NONE" and then presumably doing something for the color changing code.

Code:
         else 
         { 
            static int firsttime = 1; 
            colfunc = basecolfunc; // Graue 04-08-2004 
            if (firsttime) 
            { 
               CONS_Printf("Abandoning!\n"); 
               firsttime = 0; 
            }
This is only accessed if the previous statement isn't true. Rather, that the player's color is "NONE." I have no real clue what "colfunc = basecolfunc" does, but that seems to be the real "meat" of this chunk of code, and therefore whatever's going on when the "abandoning" bit is printed.
 
I wasn't talking about the "abandoing" message but the bug Chaos Knux just mentioned.
 
The control thing is used as a thokitem, the thokitem does something awesome, you made an awesome custom ability. Follow?

color NONE removes thokitems from that player, thus removing the custom abilities.
 
Still I don't understand why color "none" removes THOKITEM. Both things could exist at the same time with no clash >_>
 
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