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Dropping an item on an active item deactivates it #10761

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Coolthulhu opened this issue Jan 6, 2015 · 10 comments

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@Coolthulhu
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commented Jan 6, 2015

An active item "covered" by any item stops being active. "Uncovering" it doesn't activate it back, but picking it up does.

For example, dropping 2 active flashlights on one tile will cause the first one to stop consuming charges. Dropping a stack of active C-4s will result in only one explosion. Covering a grenade with a rag will make it stop ticking.

@Rivet-the-Zombie

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commented Jan 6, 2015

Covering a grenade with a rag will make it stop ticking.

Abracadabra!

@DavidKeaton

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commented Jan 6, 2015

Puts cardboard box on mininuke
It is now in a state of active and not active at the same time!

@Coolthulhu

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commented Jan 6, 2015

There's also that party trick where you do meth, light a molotov, throw it and then throw a rock at it. If you hit, the molotov won't go off.

@DavidKeaton

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commented Jan 6, 2015

And of course, doing Meth is the key part.

@kevingranade

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commented Jan 6, 2015

That's more a case of, "you were at a party, so you were doing meth",
right? :)

@DavidKeaton

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commented Jan 6, 2015

Hey man, if it's there...

@DavidKeaton

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commented Jan 6, 2015

Also, curious if this is also why rechargeable items don't recharge.

@Coolthulhu

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commented Jan 6, 2015

Just tested, but no - rechargeable items don't recharge regardless of order.
Found out why do they start with -1 charges - it's because they take over mod's charges, which start at -1. Changing it to something else doesn't fix much, though.

@BevapDin

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commented Jan 6, 2015

Rechargeable items don't recharge because thy are not active and thereby ignored by the active item handling code.

@DavidKeaton

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commented Jan 6, 2015

Well that's no bueno.

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