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#2101 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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...View on Github |
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#2102 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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-testView on Github |
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#2103 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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?View on Github |
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#2104 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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?View on Github |
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#2105 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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?View on Github |
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#2106 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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:View on Github |
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#2107 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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.View on Github |
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#2108 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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 weekView on Github |
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#2109 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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 goView on Github |
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#2110 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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DexterHaslem synchronized pull request fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting')
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#2111 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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DexterHaslem synchronized pull request fortressforever/fortressforever#363 ('Makes sabotaged things respect friendly fire setting')
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#2112 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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 buildableView on Github |
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#2113 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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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#2114 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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DexterHaslem pushed 2 commits to fortressforever/fortressforever:beta
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#2115 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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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#2116 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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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#2117 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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DexterHaslem pushed 5 commits to fortressforever/fortressforever:beta
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#2118 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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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#2119 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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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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#2120 |
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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squeek502 pushed 1 commit to fortressforever/fortressforever:beta
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