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[#bugs] So while making an emergency recoiler mod I've managed to discover a pretty obsc...
Marked for crossposting by: autumn, astral tabby
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<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 theevent.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 realityHowever even if the dismembered isnt the limb its equipped on, the method returns
True
within the outerif
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 theif (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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repo owner - changed status to resolved
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