[Ohrrpgce] [ohrrpgce/ohrrpgce] Enemies using on-death bequest attacks fade out twice (#43)

Ralph Versteegen notifications at github.com
Sat Jan 25 16:48:19 PST 2020


If an enemy has an on-death bequest attack and that attack doesn't cancel the enemy's death (by healing or transmogrifying itself), then the enemy's dissolve animation restarts from the beginning, effectively playing twice. The start of the fade out needs to be delayed until after on-death attacks are handled.

Also, I happened across an interesting comment. As an email reply to r7885, which was:
> Call fulldeathcheck() inside active_mode_state_machine()
> This fixed a bug where you could get stuck with a hero who could not target any enemy when
> all enemies die at once and trie to do death-bequest-attacks on each other."

James wrote on 1 Apr 2016:
> Oh, by the way, this also appears to fix the double-dissolve when an enemy is doing an on-death-bequest attack.

However r7885 introduced a bug:
> I just realized that this fix breaks the even more common case of on-death-bequest attacks that target the dying enemy to transmogrify them into something else.

This bug was fixed in r8084. I wonder whether r8084 reintroduced the double-fade?

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https://github.com/ohrrpgce/ohrrpgce/issues/43
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