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 [Fixed] BFG Spawner bug

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Major Cooke
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PostSubject: [Fixed] BFG Spawner bug   Thu May 24, 2012 9:27 am

DBThanatos, I've just now taken a look at the code of the BFG spawner system for classic AEoD. Having carefully checked over it, the Penetrator is part of Tech tree, however, the classic jump appears to have accidentally left it out. I'm not sure if it was intentional or not.

The Penetrator is under label TchR03.

Code:
TNT1 A 0 A_Jump(4,"MagR01","MagR02","MagR03","MagUR01","MagUR02","NrmR01","NrmR02","NrmR03","NrmR04","NrmUR01","NrmUR02","TchR01","TchR02","TchR04","TchUR01","TchUR02")

There you can see TchR03 is missing, and this is from the rare spawner system. Technically speaking, it's impossible to come across this weapon in classic mode at all if I am thinking of this right...

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PostSubject: Re: [Fixed] BFG Spawner bug   Thu May 24, 2012 12:18 pm

Nice catch, man.

I'll put it in the code and see if it works (basically, I'll restart Doom 2 map 30 until it appears).
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PostSubject: Re: [Fixed] BFG Spawner bug   Thu May 24, 2012 12:19 pm

Or save yourself time and plop down a test map with 30 BFGs lined up in several rows/columns.

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PostSubject: Re: [Fixed] BFG Spawner bug   Thu May 24, 2012 1:29 pm

Major Cooke wrote:
Or save yourself time and plop down a test map with 30 BFGs lined up in several rows/columns.

Which is what I've done in the end xD

The fix works, by the way.
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PostSubject: Re: [Fixed] BFG Spawner bug   Sun Mar 01, 2015 11:40 pm

Fixed

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PostSubject: Re: [Fixed] BFG Spawner bug   

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[Fixed] BFG Spawner bug
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