1) When firing the mauler in alternate fire mode, human targets (acolyte, peasants and their variations, front soldiers) do not disintegrate. They should disintegrate just like the normal firing mode of the mauler.
2) When firing the mauler in alternate firing mode, the kickback (knockback, whatever) is way too much. It should be a bit smaller than this.
3) When firing the mauler in alternate firing mode, shooting directly at a key actor (such as Rowan) will produce a crash. It does not matter whether it is in OpenGL or Direct3D mode.
Here's a log:
- (.cprint)
- SV_ClientPrintf
- TProgs::ExecuteFunction
- (Actor.Touch)
- SV_BlockThingsIterator
- VEntity::CheckRelPosition
- TProgs::ExecuteFunction
- (MaulerTorpedoMissile.S_TORPEDO_X3_func)
- VEntity::SetState
- TProgs::ExecuteFunction
- (Actor.Tick)
- VThinker::Tick
- RunThinkers
- P_Ticker
- SV_Ticker
- ServerFrame
- Host_Frame
Exiting due to external exception
Edit: Updated version number