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Thread: Hookshiot Through Solid Combos

  1. #1
    The Timelord
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    Unverified Bug Hookshiot Through Solid Combos

    Reported by @Avataro , Unconfirmed


    It's possible to use the hookshot through a 1 tile tall solid wall upwards if you stand exactly 4 pixels (i believe) away from the wall.

    Don't even know if this has always been the case.

  2. #2
    Keese Avataro's Avatar
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    Oh, I already made a thread about this one on this forum. I posted this bug on both forums

    http://www.armageddongames.net/showt...through-a-wall
    Beware the power of GANON! Hahaha

  3. #3
    Here lies mero. Died by his own dumbassitude.
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    It's called the downward hookshot bug, and some old quest rely upon it,
    Not a bug... Good bye now.

  4. #4
    The Timelord
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    Quote Originally Posted by Tamamo View Post
    It's called the downward hookshot bug, and some old quest rely upon it,
    Not a bug... Good bye now.
    That is set by a QR, under Compatiblity, and this appears to be different. (?)

    Some quests may rely on it, and it can still be a bug. Stuff like this, if it exists, can and should be fixed, and a rule enabled for it.

    Is this the same thing, so that I can mark it dead?

    I'm trying to determine which, if any, of these have been fixed, as they are not in the logs.

  5. #5
    Is this the end?
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    I can confirm it. It's not the same as the other one. This is only with the small hitbox; Link has to be overlapping the combo by a few pixels.

    link.cpp:
    Code:
                if(dir==up)
                {
                    if((combobuf[MAPCOMBO2(i,x,y-7)].type==cHSGRAB)||
                            (_walkflag(x+2,y+4,1) && !ishookshottable(int(x),int(y+4))))
                    {
                        use_hookshot=false;
                    }
                }
    Code:
                if(dir==up)
                {
                    hookshot_used=true;
                    Lwpns.add(new weapon((fix)wx,(fix)wy,(fix)wz,wHSHandle,hookitem,
                                         hookpower*DAMAGE_MULTIPLIER,dir,itemid,getUID()));
                    Lwpns.add(new weapon((fix)wx,(fix)wy-4,(fix)wz,wHookshot,hookitem,
                                         hookpower*DAMAGE_MULTIPLIER,dir,itemid,getUID()));
                    hs_startx=wx;
                    hs_starty=wy-4;
                }
    weapons.cpp:
    Code:
                if(dir==up)
                {
                    if((combobuf[MAPCOMBO(x+2,y+7)].type==cHSGRAB))
                    {
                        hooked=true;
                    }
                    
                    if(get_bit(quest_rules, qr_HOOKSHOTLAYERFIX))
                        hooked = hooked || (combobuf[MAPCOMBO2(0,x+2,y+7)].type==cHSGRAB) || (combobuf[MAPCOMBO2(1,x+2,y+7)].type==cHSGRAB);
                        
                    if(!hooked && _walkflag(x+2,y+7,1) && !ishookshottable((int)x+2,(int)y+7))
                    {
                        dead=1;
                    }
                }
    Link checks solidity at y+4 and puts the hookshot head at y-20 (wy is y-16), then the hookshot checks for solidity at y+7. This leaves a gap of 16 pixels - just enough to miss the combo completely.

    I don't think this one warrants a quest rule. It's a lot harder to notice and take advantage of, so it's less likely anyone's depending on it. Maybe just wait and see if anyone complains.

  6. #6
    The Timelord
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    Quote Originally Posted by Saffith View Post
    I can confirm it. It's not the same as the other one. This is only with the small hitbox; Link has to be overlapping the combo by a few pixels.

    link.cpp:
    Code:
                if(dir==up)
                {
                    if((combobuf[MAPCOMBO2(i,x,y-7)].type==cHSGRAB)||
                            (_walkflag(x+2,y+4,1) && !ishookshottable(int(x),int(y+4))))
                    {
                        use_hookshot=false;
                    }
                }
    Code:
                if(dir==up)
                {
                    hookshot_used=true;
                    Lwpns.add(new weapon((fix)wx,(fix)wy,(fix)wz,wHSHandle,hookitem,
                                         hookpower*DAMAGE_MULTIPLIER,dir,itemid,getUID()));
                    Lwpns.add(new weapon((fix)wx,(fix)wy-4,(fix)wz,wHookshot,hookitem,
                                         hookpower*DAMAGE_MULTIPLIER,dir,itemid,getUID()));
                    hs_startx=wx;
                    hs_starty=wy-4;
                }
    weapons.cpp:
    Code:
                if(dir==up)
                {
                    if((combobuf[MAPCOMBO(x+2,y+7)].type==cHSGRAB))
                    {
                        hooked=true;
                    }
                    
                    if(get_bit(quest_rules, qr_HOOKSHOTLAYERFIX))
                        hooked = hooked || (combobuf[MAPCOMBO2(0,x+2,y+7)].type==cHSGRAB) || (combobuf[MAPCOMBO2(1,x+2,y+7)].type==cHSGRAB);
                        
                    if(!hooked && _walkflag(x+2,y+7,1) && !ishookshottable((int)x+2,(int)y+7))
                    {
                        dead=1;
                    }
                }
    Link checks solidity at y+4 and puts the hookshot head at y-20 (wy is y-16), then the hookshot checks for solidity at y+7. This leaves a gap of 16 pixels - just enough to miss the combo completely.

    I don't think this one warrants a quest rule. It's a lot harder to notice and take advantage of, so it's less likely anyone's depending on it. Maybe just wait and see if anyone complains.
    Thank you for the confirmation. I thought it was a separate issue, but I was not sure if you fixed it and didn't log it. There are a few other tickets that I forwarded from Pure that I missed earlier. if you fixed any of those, lease let me know, as otherwise I may as well try to fix what I can fix before this goes Gamma.

    QRs: Better safe by adding one, than needing another update in the future. We will not have the same issue with QR space in 2.60, or even in 2.54/2.55 or whatever happens between ow and then, so adding a rule that is on by default for quests made in 2.53, and off for older quests, should be safer. I will address this, but more critical is the ag.cfg issue that I can not seem to figure out. I could use some help on that, from ...anyone.

  7. #7
    The Timelord
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    Was this patched at any point?

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