Current Build Buglist (Updated 22MAY2015)

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apophis775
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Current Build Buglist (Updated 22MAY2015)

Post by apophis775 » 22 May 2015, 02:15

Current list of bugs:

Reply if your going to fix a bug, and I'll put your name on it. Also, if you fix it, reply so the thread can be removed, and it can be marked off the list.

1. Shield generator stays "On" once deactivated, generating some of the shield still.

2. "Ejecting" a magazine from an M41A rifle causes a box to open asking who's magazine you want to eject. viewtopic.php?f=116&t=2160

3. Flashbangs affect aliens

4. Aliens can ventcrawl out of welded closets

5. Brig Lockers can be unlocked by anyone, including prisonors.

6. Holding facehuggers lets you unweld vents viewtopic.php?f=116&t=2132

7. Aliens can use fireaxes... Ask Abby for how.

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Caryl
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Re: Current Build Buglist (Updated 22MAY2015)

Post by Caryl » 25 May 2015, 09:44

6, Its okay, you can use a hugger to unweld a vent but in return the hugger will die. We can make it so that "alien warrior (1000) smashes the hugger against the vent!" does this at least 3 or more times and then... "the alien hugger bleeds out! The blood spills on the ventilation cover".

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Juninho77
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Re: Current Build Buglist (Updated 22MAY2015)

Post by Juninho77 » 17 Jun 2015, 19:37

apophis775 wrote:6. Holding facehuggers lets you unweld vents viewtopic.php?f=116&t=2132
Fixed: unary\vent_pump.dm:

Code: Select all

	attackby(obj/item/W, mob/user)
		/*if(istype(user, /mob/living/carbon/alien))
			welded = 0
			update_icon()
			user.visible_message( \
				"[user] claws at \the [src].", \
				"\blue You have unwelded \the [src] with your claws.", \
				"You hear a scraping of metal.") */
I just removed the portion of the code that lets aliens unweld vents if they are carrying an object.
Edited: New bug squashed.
apophis775 wrote:4. Aliens can ventcrawl out of welded closets
Added the following code to the /mob/living/carbon/proc/handle_ventcrawl proc:

Code: Select all

	if(istype(loc, /obj/structure/closet))
		src << "You can't vent crawl from inside a closet!"
		return

Edited [2]:
"7. Aliens can use fireaxes... Ask Abby for how."
Not a thing anymore (probably fixed by someone else.)
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Juninho77
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Re: Current Build Buglist (Updated 22MAY2015)

Post by Juninho77 » 18 Jun 2015, 06:27

apophis775 wrote:2. "Ejecting" a magazine from an M41A rifle causes a box to open asking who's magazine you want to eject. viewtopic.php?f=116&t=2160
Okay, I think I have fixed it.

Code: Select all

	verb/toggle()
		set category = "Object"
		set name = "Eject current magazine"
		set src in usr
		playsound(usr, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
		usr << "\blue You eject the magazine from \the [src]!"
		empty_mag.desc = "There are [getAmmo()] shells left"

		if(usr.canmove && !usr.stat && !usr.restrained())
			var/obj/item/ammo_magazine/AM = empty_mag
			for (var/obj/item/ammo_casing/AC in loaded)
				AM.stored_ammo += AC
				loaded -= AC
				AM.loc = get_turf(src)
				empty_mag = null
				update_icon()
I removed the need of a mob input (it now only requires an obj-in-inventory input). I tested it, and it works just fine without the mob input.
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Juninho77
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Re: Current Build Buglist (Updated 22MAY2015)

Post by Juninho77 » 18 Jun 2015, 19:31

apophis775 wrote:1. Shield generator stays "On" once deactivated, generating some of the shield still.
Not anymore.

My commit on Github:
https://github.com/Juninho77/ColonialMa ... fc57043b7d

This is a temporary fix, and the code still needs to be rewritten. Placing more than two generators in a straight line will still cause... Unpredictable things. But at least shield generators will properly turn off now.
Edited:
Fixed 3 (aliens and flashbangs) and finally figured out how to create a pull request.
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Juninho77
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Re: Current Build Buglist (Updated 22MAY2015)

Post by Juninho77 » 20 Jun 2015, 23:19

I fixed it. After four hours of fruitless code search, it was a problem in the mapping (thanks, Niji).

Here's the fixed map file:
https://drive.google.com/file/d/0B_sBkv ... sp=sharing

Here's what I changed, and here is what it looks like now.
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Re: Current Build Buglist (Updated 22MAY2015)

Post by Abbysynth » 02 Jul 2015, 19:17

I'm not actually sure if the fire axe thing was fixed, I may have started on the alpha before I fixed that. It just requires a mobtype check in the attack_hand() bit in the fire axe cabinet object. It's very rare to see because it requires someone to unlock a fire axe cabinet with a multitool, but not take out the axe.

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Re: Current Build Buglist (Updated 22MAY2015)

Post by Abbysynth » 02 Jul 2015, 19:20

Juninho77 wrote: Added the following code to the /mob/living/carbon/proc/handle_ventcrawl proc:

Code: Select all

	if(istype(loc, /obj/structure/closet))
		src << "You can't vent crawl from inside a closet!"
		return

If I were you I'd change the /obj/structure/closet to just isturf(loc). I'm sure there are other weird things a xeno can crawl into.

There should also be a !stat check in there as well if there isn't, to stop xenos from vent crawling when critted.

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Juninho77
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Re: Current Build Buglist (Updated 22MAY2015)

Post by Juninho77 » 02 Jul 2015, 19:46

Abbysynth wrote:If I were you I'd change the /obj/structure/closet to just isturf(loc). I'm sure there are other weird things a xeno can crawl into.

There should also be a !stat check in there as well if there isn't, to stop xenos from vent crawling when critted.
You mean like this?

;)
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"Do not go gentle into that good night; rage, rage against the dying of the light."
If you would permaban a player, you owe it to him to look into his logs and hear his side of the story. And if you cannot bear to do that, then perhaps the player does not deserve to be banned.
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