View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0001170 | The Dark Mod | Coding | public | 24.09.2008 20:25 | 26.03.2010 07:55 |
Reporter | SneaksieDave | Assigned To | greebo | ||
Priority | normal | Severity | major | Reproducibility | always |
Status | closed | Resolution | fixed | ||
Product Version | SVN | ||||
Fixed in Version | TDM 1.01 | ||||
Summary | 0001170: Inventory issues with losing carried body | ||||
Description | From: http://modetwo.net/darkmod/index.php?s=&showtopic=8247&view=findpost&p=164054 -pick up a body, and then frob to take another item (like a key); the body is lost, cannot drop it anymore -clear inventory (hotkey: bind "inventory_hotkey ") while carrying body; this also loses it | ||||
Tags | No tags attached. | ||||
I looked into the code. Body shouldering is setting the correct immobilization variables (EIM_ITEM_SELECT and EIM_USE_ITEM). The problem may lie in the inventory code, clear inventory is not respecting EIM_ITEM_SELECT, which should prevent you from selecting no item and clearing the inventory? | |
fixed, inventory console commands were not respecting player immobilizations EIM_ITEM_SELECT or EIM_USE. I wasn't sure whether to put the checks in the console commands or the low-level inventory commands, but I figured if the low-level commands didn't already have a check in them for normal inventory operation, it must be intended to check at a higher level. So I put the checks in the console commands. | |
Whoops, didn't notice the second part of this bug report, about frobbing a key and adding it to the inventory. That one is still unresolved! | |
My take on this after a quick look at the code, in case it saves someone some time... I think the most appropriate way to solve this would be to make it impossible to pick up objects while carrying a body. Probably using a new immobilisation flag. (There is EIM_FROB already but IIRC we do want the player to be able to use world items like doors while carrying a body.) There's a question of whether pick-up-able items should frob-highlight when you can't pick up items. In gameplay/UI terms I guess there are arguments both ways. In programming terms it's possibly more elegant to put the immobilisation check in the place where items are actually picked up (I reckon at the top of idEntity::AddToInventory) rather than in the frob code. I say that because the frob code in theory shouldn't (or even can't, in the presence of a frob action script) know what the use of a frobable item is. Instead, we would just need to play a "no, can't do that" sound when the immobilisation check in idEntity::AddToInventory fails. (Note this would also affect scripts that add stuff to the inventory. Arguably this is OK.) I'd volunteer to claim the issue and do this, but I still can't compile the mod right now. :-( |
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Discovered too late for TDM 1.00, but I fixed this in TDM 1.01. | |
Date Modified | Username | Field | Change |
---|---|---|---|
24.09.2008 20:25 | SneaksieDave | New Issue | |
25.09.2008 05:23 | Ishtvan | Note Added: 0001642 | |
25.09.2008 05:43 | Ishtvan | Note Added: 0001643 | |
25.09.2008 05:43 | Ishtvan | Status | new => resolved |
25.09.2008 05:43 | Ishtvan | Resolution | open => fixed |
25.09.2008 05:43 | Ishtvan | Assigned To | => Ishtvan |
25.09.2008 05:44 | Ishtvan | Note Added: 0001644 | |
25.09.2008 05:44 | Ishtvan | Status | resolved => confirmed |
25.09.2008 05:45 | Ishtvan | Assigned To | Ishtvan => |
03.10.2008 11:42 | crispy | Note Added: 0001725 | |
26.03.2010 07:55 | greebo | Note Added: 0002972 | |
26.03.2010 07:55 | greebo | Status | confirmed => resolved |
26.03.2010 07:55 | greebo | Fixed in Version | => TDM 1.01 |
26.03.2010 07:55 | greebo | Assigned To | => greebo |
26.03.2010 07:55 | greebo | Relationship added | has duplicate 0001996 |
26.03.2010 07:55 | greebo | Status | resolved => closed |