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A helper with an attackdist of 0 eliminates the attackdist of the character itself. #2328

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Kuroteba opened this issue Feb 17, 2025 · 1 comment · Fixed by #2331
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bug Something isn't working group: engine Problem related to engine logic (triggers, sctrls, bytecode, etc.)

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@Kuroteba
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Describe the bug

The attackdist of a character with a helper whose movetype is A and whose attackdist is 0 is lost.

To Reproduce

1.Download the donald_zeta-mix of OLT-EDEN.
2.Play characters with donald_zeta-mix and AI present in WATCH mode.
(The enemy character should be a hard-guarded character.)
3.The enemy AI does not guard against non-flying attacks by donald_zeta-mix.

Expected behavior

No response

Screenshots / Video

Kung Fu Man on the 1P side of the following video produces a helper with a movetype of A and an attackdist of 0.
Note the number of the inguarddist in the lower left corner of the screen.
(If “inguarddist=1”, he is in the guarding position.)

M.U.G.E.N(WIN)

bag_guard_w.mp4

I.K.E.M.E.N GO

bag_guard_i.mp4

Engine Version (or source code date)

nightly build 2025/01/30

Operating system

Windows

Extra context or search terms

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@potsmugen
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potsmugen commented Feb 17, 2025

Seems like a relatively serious issue since the same will happen if the player is attacked by two enemies and one is in range but the other isn't. The hit detection code currently sets "inguarddist" to true or false when it should only be setting it to true.

Update: I think I got it. Fix in next PR.

Here's a video showing the scenario I mentioned. Sure enough it doesn't trigger "inguarddist" because the last player evaluated isn't within distance, so the last state of "inguarddist" is false.

bandicam.2025-02-17.16-08-36-411.mp4

@K4thos K4thos added bug Something isn't working group: engine Problem related to engine logic (triggers, sctrls, bytecode, etc.) labels Feb 17, 2025
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3 participants