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Glitnir crash when loading custom stuff with include


nerdybunny

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I have an Eternity project with this EDFROOT:

setdialect("ALFHEIM")
stdinclude("root.edf")

// Weapons
include("edf/shotgun.edf")

The actual shotgun.edf file is this:

weapondelta
{
	name Shotgun
	
states =
  @"
  Ready:
     FLSG A 1 A_WeaponReady
     loop
  Deselect:
     FLSG A 1 A_Lower
     loop
  Select:
     FLSG A 1 A_Raise
     loop
  Fire:
     FLSG A 3
     FLSG B 7 A_FireShotgun
	 FLSG A 2
	 FLSG CDEFGHIJKLMNO 2
     FLSG A 3 A_ReFire
     goto Ready
  Flash:
     FLF A 4 Bright A_Light1
     goto LightDone
 "@

This shotgun was working fine when it was just slapped into edfroot, but when I put it in its own file and referenced it with an include, it created an engine error (attached on this post.) I tried changing the dialect to GLITNIR but then EE just complained that the dialect didn't exist. Did I do something wrong?

crash.zip

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  • 3 months later...
On 9/27/2023 at 3:34 AM, nerdybunny said:

Update: Ok so an engine crash is happening even after I moved it back to EDFROOT and tried changing from a dev build to stable.

I believe it is the '=' sign between the "states" keyword and the start of the heredoc. here's how I format it in a monster thingdelta.

 

thingdelta {
	name BaronOfHell
	spawnhealth 900
	translation CROGRE
	obituary_normal "was burned by an ogre"
	obituary_melee "was pulverized by an ogre"
	states @"
		Missile:
			BOSS EF 8 FaceTarget
			BOSS G 8 MissileAttack(OgreShot, normal, 0, 0, "MeleeFrame")
			goto See
		MeleeFrame:
			BOSS G 0 CounterDiceRoll(0, 8, 10, 0, assign, multiplyone)
			BOSS G 8 Scratch(usecounter, 0, claw)
			goto See
	"@
}

 

Edited by _sink
removed bad info, i was wrong about the shotgun/weaponshotgun distinction.

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