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Bouncing monsters in ZDoom ports.


Urthar

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So I created a merrily bouncing blob of death in MBF dehacked, with the +DROPOFF +FLOAT + BOUNCE flags, and it works fine in PrBoom+ and Eternity.

But in ZDoom derived ports it acts differently. It seems to lose all horizontal momentum once it starts bouncing, it also fails to jump up ledges. In Zdoom's favor, it does use it's alert sound, which it fails to do in the other ports.

I had a go at writing some Decorate code to try to fix it, and it transverses high ledges now, but it doesn't bounce much, if at all:

ACTOR FormlessSpawn replaces CommanderKeen
{
Health 80
Radius 16
Height 80
Mass 200
Speed 12
Monster
MaxStepHeight 256
+FLOORCLIP
+FLOAT
+DROPOFF
+MBFBOUNCER
SeeSound "dog/sight"
Obituary "%o was slimed by a Spawn."
states
{
Spawn:
KEEN AB 12 A_Look
Loop
See:
KEEN C 1 A_Chase
KEEN C 1 A_PlaySound ("dog/active")
KEEN CDDDEEEFFFGGG 1 A_Chase
Loop
Melee:
KEEN CD 3 A_FaceTarget
KEEN E 3 A_CustomMeleeAttack(random(10, 20), "dog/attack")
KEEN FG 3
Goto See
Death:
KEEN H 7
KEEN I 7 BRIGHT A_XScream
KEEN J 7 BRIGHT A_Explode
KEEN K 7 A_NoBlocking
KEEN L 7
KEEN M -1
Stop
}
}


If anyone can help, I'd be grateful.

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