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Old 10-07-2018, 01:28 AM   #2101
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squeek502 commented on issue fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting'):
I'm not really seeing how #327 was happening in the first place. It looks like the previous code was essentially, "if an SG is sabotaged, anyone can damage it," and [`IsSabotaged()` is a prereq of...
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Old 10-07-2018, 02:11 AM   #2102
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DexterHaslem commented on issue fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting'):
It definitely exists (just sab a SG then shoot it), thats what i was trying to address. I assumed the sabotage properties would always be set on the buildable base class, which is not true, I think. I will re-test
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Old 10-07-2018, 02:19 AM   #2103
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squeek502 commented on issue fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting'):
Where does FCanTakeDamage return false in that instance (when trying to damage your maliciously sabotaged SG)? Or is it something else that's affecting things?
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Old 10-07-2018, 07:03 PM   #2104
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DexterHaslem commented on issue fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting'):
The previous code always returned true if it was sabotaged, is that what you are asking?
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Old 10-07-2018, 11:32 PM   #2105
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squeek502 commented on issue fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting'):
Yeah, but if that's true, shouldn't it be impossible for there to be a bug where a (maliciously) sabotaged SG couldn't be damaged? Maybe I'm misunderstanding what #327 is saying?
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Old 10-09-2018, 01:17 AM   #2106
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DexterHaslem commented on issue fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting'):
Indeed, it's saying it could be damaged by the sabotuer which arguably doesn't make sense when friendly fire is on. this really comes down to a gameplay decision:

do sabotaged buildings 'belong' to the sabotaging team? I would not be surprised if the original devs intentionally made them...
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Old 10-11-2018, 01:02 AM   #2107
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squeek502 commented on issue fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting'):
Ohhh, ok I get it. The spy can damage the gun they have maliciously sabotaged when FF is off. The title of #327 is super confusing.
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Old 10-13-2018, 05:53 PM   #2108
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DexterHaslem commented on issue fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting'):
True that! I'm traveling and will finish this up after next week
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Old 11-01-2018, 03:37 AM   #2109
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DexterHaslem commented on issue fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting'):
I debugged through this, didnt understand how sabotaging works - `m_hSaboteur` is always set so disregard that. I will refactor the duplicated sentry/dispenser stuff then this should be good to go
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Old 11-01-2018, 04:01 AM   #2110
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DexterHaslem synchronized pull request fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting')

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Old 11-01-2018, 04:02 AM   #2111
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DexterHaslem synchronized pull request fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting')

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Old 11-01-2018, 04:05 AM   #2112
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DexterHaslem commented on issue fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting'):
just tested it , works more gooder. also learned you can safely pass NULL to dynamic cast, so i'm just doing that to check it's a buildable
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Old 11-01-2018, 07:50 PM   #2113
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DexterHaslem merged pull request fortressforever/fortressforever#362 ('add more debug instructions to README') from DexterHaslem to beta

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Old 11-01-2018, 07:50 PM   #2114
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DexterHaslem pushed 2 commits to fortressforever/fortressforever:beta

  • c45f8c DexterHaslem: 'update the debugging section of readme, add instructions for running directly from VC++'
  • 94517d DexterHaslem: 'Merge pull request #362 from DexterHaslem/fluff/add-debug-info-readme. add more debug instructions...'

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Old 11-01-2018, 07:51 PM   #2115
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DexterHaslem closed issue fortressforever/fortressforever#327 ('Sabotaging spy (and their team) can damage own sabotaged SG if friendly fire is off')

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Old 11-01-2018, 07:51 PM   #2116
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DexterHaslem merged pull request fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting') from DexterHaslem to beta

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Old 11-01-2018, 07:51 PM   #2117
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DexterHaslem pushed 5 commits to fortressforever/fortressforever:beta

  • 1290b8 DexterHaslem: 'make sabotaged sentries behave with friendly fire. fixes #327'
  • d2ea35 DexterHaslem: 'make dispenser det damage behave with friendly fire'
  • 88bde0 DexterHaslem: 'refactor buildable dmg checks to base buildable class. rip copy pasta'
  • e77698 DexterHaslem: 'use GetBool for cvar'
  • 8d6fcd DexterHaslem: 'Merge pull request #363 from DexterHaslem/fix-ff-sabotaged-buidables. Makes sabotaged things...'

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Old 11-01-2018, 07:51 PM   #2118
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DexterHaslem closed issue fortressforever/fortressforever#273 ('Maliciously sabotaged SG explosion damage can kill teammates when friendlyfire is off')

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Old 11-02-2018, 12:18 AM   #2119
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squeek502 merged pull request fortressforever/fortressforever#361 ('Remove the -1 frag for dying from the world') from squeek502 to beta

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Old 11-02-2018, 12:18 AM   #2120
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squeek502 pushed 1 commit to fortressforever/fortressforever:beta

  • d16d78 squeek502: 'Remove the -1 frag for dying from the world (#361). This -1 was already removed for suicides, so it...'

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