[#bugs] So while making an emergency recoiler mod I've managed to discover a pretty obsc...

Issue #3684 resolved
Freehold Games Bot Account created an issue

Marked for crossposting by: autumn, astral tabby

Message (jump):

<Fyre> So while making an emergency recoiler mod I've managed to discover a pretty obscure bug in the life loop carried by the Barathrumites (id BarathrumiteSafetyBand).

This being that decapitation becomes just a flesh wound, giving the bleeding but causing neither the life loop to trigger nor the unfortunate decapitee to die instantly. This means that while carrying the life loop you can be decapitated, staunch your wounds, and then be fine without the life loop even needing to trigger. You even continue to have a head slot!

The reason this happens, I'm fairly certain, is because the RecoilOnDeath class overrides FireEvent(), and in that override it checks if the event.ID is "Dismember" in order to prevent the limb it is on from being severed. (I think this is what it is supposed to do, in reality

However even if the dismembered isnt the limb its equipped on, the method returns True within the outer if block, preventing the event from propagating further down the chain, where at some point, presumably, the event checks whether or not the head has been decapitated and if so, kills you.

Removing the return true; at the end of the if (E.ID == "Dismember") block should fix this bug without changing the intended behavior, meaning decapitation will still instantly create an instant death event, causing the life loop to actually trigger, which I suspect is the intended behavior.

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