Quasar
Moderator

Posts: 2133
Registered: 08-00 |
Yes, you are correct. Extra player starts in single player and cooperative mode spawn extra player avatars, which due to less than thorough logic in P_SpawnMobj, attaches all of the objects to the same player. Only the last such object spawned becomes the player's actual body.
Inside the engine, it ends up in this kind of situation for the voodoo doll objects:
mobj->player->mo != mobj
So although each thing thinks it is the player, the player only knows of one thing it is attached to, and this can lead to some weird behaviors.
The name voodoo doll was used because shooting one is like poking a voodoo doll of yourself with a needle. And because they just sit around, like dolls :)
Because enemies only look for actual players, there's no way to make an enemy angry at a voodoo doll. You can cause them to take environmental damage from crushers, nukage, polyobjects, etc., or put them in the line of fire of monsters or the player. You can even use them as instant death traps by putting them on teleport pads. And in BOOM based engines, you can put them on conveyor belts and achieve a sort of scripting system nearly equal in power to Doom 64's macros.
So though they can't do precisely what you're looking for, they can do an awful lot of cool stuff.
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