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CAS can target burnt flares on the Almayer (shipside) #6447

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cm13-issue-bot opened this issue Jun 12, 2024 · 1 comment · Fixed by #6459
Closed

CAS can target burnt flares on the Almayer (shipside) #6447

cm13-issue-bot opened this issue Jun 12, 2024 · 1 comment · Fixed by #6459
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Bug Admin events aren't bugs

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@cm13-issue-bot
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Testmerges

#6071: '[V] Sorokyne Strata: fixes and changes .' by Venuska1117 at commit 77b1ffb107
#6304: 'STEEL DIVISON (Re-introduces 200 pop locked tank) [CODE BOUNTY]' by Red-byte3D at commit b51bd40abe
#6355: 'ID Mod computer biometrics' by realforest2001 at commit bd4cb15883
#6383: 'Replaces the ARC interior & ARC tweaks' by Zonespace27 at commit c9e49da969
#6363: 'First Drop Protections: Gas and Static Turrets' by Drulikar at commit bb9a7df8e2
#6388: 'gayons' by 567Turtle at commit 4f9151f1ba
#6334: 'Xenomorph Endgame' by Git-Nivrak at commit 731e2bab70
#6039: 'Project ARES TM Holder (v5)' by realforest2001 at commit 9f4c76c456
#6392: 'Adds in-game bug reports without needing a GitHub account' by vero5123 at commit 40c41f71b8

Round ID

22614

Description of the bug

The Normandy pilot of this round was able to target/camera view burnt out flares on the Almayer. He was also able to fire upon them, but the 'splash' never happened. There is a runtime error:

[2024-06-12 09:26:21.841] runtime error: Cannot read null.signal_loc

  • proc name: initiate firemission (/obj/structure/machinery/computer/dropship_weapons/proc/initiate_firemission)
  • source file: code/game/machinery/computer/dropship_weapons.dm,816
  • usr: Tyler 'Prime' Jones (/mob/living/carbon/human)
  • src: the 'Normandy' weapons contr... (/obj/structure/machinery/computer/dropship_weapons/dropship2)
  • usr.loc: the floor (174,56,4) (/turf/open/shuttle/dropship)
  • src.loc: the floor (174,57,4) (/turf/open/shuttle/dropship)
  • call stack:
  • the 'Normandy' weapons contr... (/obj/structure/machinery/computer/dropship_weapons/dropship2): initiate firemission(Tyler 'Prime' Jones (/mob/living/carbon/human), 1, 8, 0, 0)
  • the 'Normandy' weapons contr... (/obj/structure/machinery/computer/dropship_weapons/dropship2): ui act("firemission-execute", /list (/list), /datum/tgui (/datum/tgui), /datum/ui_state/not_incapacita... (/datum/ui_state/not_incapacitated_and_adjacent_strict_state))
  • /datum/tgui (/datum/tgui): on act message("firemission-execute", /list (/list), /datum/ui_state/not_incapacita... (/datum/ui_state/not_incapacitated_and_adjacent_strict_state))
  • /datum/tgui (/datum/tgui): on message("act/firemission-execute", /list (/list), /list (/list))
  • /datum/tgui_window (/datum/tgui_window): on message("act/firemission-execute", /list (/list), /list (/list))
  • tgui Topic(/list (/list))
  • Oprime (/client): Topic("type=act%2Ffiremission-execute...", /list (/list), null)

What's the difference with what should have happened?

I can't remember whether or not shipside signal flares were target-able before the dropship UI update, but maybe make them un-targetable if possible. Especially if they're burnt out.

How do we reproduce this bug?

Step 1: Pop a flare on the ship
Step 2: Target it with your firemission
Step 3: you can technically fire, but the missles/guns will never hit (thankfully)

Additional details

  • Author: SmellyHippie
  • Admin: SmellyHippie
  • Note: None
@cm13-issue-bot cm13-issue-bot added the Bug Admin events aren't bugs label Jun 12, 2024
@vero5123
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let me add a section for logs

github-merge-queue bot pushed a commit that referenced this issue Jun 16, 2024
# About the pull request
Closes #6447, untested. 

# Explain why it's good for the game
bug bad

# Changelog
:cl:
fix: fixes cas being able to target shipside signals
/:cl:

---------

Co-authored-by: DOOM <N/A>
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