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Cannot modify UPS Weapons without unloading them first. Cannot unload UPS weapons. 0.C-9984-ga87baf6 #15128

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Malkeus opened this issue Jan 31, 2016 · 6 comments

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@Malkeus
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commented Jan 31, 2016

Steps to reproduce:
Spawn in an A7 laser rifle and your choice of UPS (item or cbm), and a shoulder strap.
Power the UPS
Fire the rifle once
'A'ctivate the shoulder strap and select the A7 laser rifle as the target.
You will get the message: "Unload your A7 laser rifle before trying to modify it."
https://i.imgur.com/pfgmQ7y.png
Alternatively, spawn in the laser rifle and the shoulder strap, attach the shoulder strap in the normal fashion and THEN fire the weapon. Try 'A'ctivating the laser rifle to remove the mod and you will recieve the same message.

Before firing, there is no ammuntion present in the line below the ammo specification: https://i.imgur.com/ZPrtkiF.png

After firing, placeholder ammunition is present: https://i.imgur.com/J4zm011.png

The weapon CANNOT be unloaded: https://i.imgur.com/ENJUP18.png

Some kind of method for bypassing the unloaded-only modification restriction for UPS powered weapons is needed.

@Malkeus

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commented Jan 31, 2016

I reproduced the entire sequence in a clean unmodded world just to be certain:
https://i.imgur.com/zIK3sa6.png

I noticed this recently when I tried to add a shoulder strap to a laser gun from the bio-weapon mod, I was messing with the mods on that gun just a few days ago, so this is a recent change. #15000 maybe?

@Malkeus Malkeus changed the title Cannot modify UPS Weapons after firing once 0.C-9984-ga87baf6 Cannot modify UPS Weapons without unloading them first. Cannot unload UPS weapons. 0.C-9984-ga87baf6 Jan 31, 2016

@mugling

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commented Jan 31, 2016

Certainly #15000, either we get rid of fake ammo (a long term goal) or special case item::gunmod_compatible. Good issue report btw.

@Malkeus

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commented Jan 31, 2016

Thanks, I've been working on my reporting. It's easier when it's a nice
clearcut error that's readily reproduced.
I don't know how the a7 and ups interact, but if it didn't load the fake
ammo till you actually fired and left the gun empty otherwise, this
wouldn't be an issue.
On Jan 31, 2016 4:20 PM, "mugling" notifications@github.com wrote:

Certainly #15000 #15000,
either we get rid of fake ammo (a long term goal) or special case
item::gunmod_compatible. Good issue report btw.


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#15128 (comment)
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@Noctifer-de-Mortem

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commented Feb 21, 2016

Maybe a flag "UPS_AMMO" or something like that to exempt ups only firearms?

@Malkeus

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commented Feb 21, 2016

Quote from @mugling in #15128:

Yes, this is on the list of things I want to look at but a special case in gunmod_compatible is the wrong solution. ammo_remaining() and
ammo_data() need to become more aware of 'fake' ammo types.

I'm not sure what mugling intends, but it's beyond my fairly limited c++ abilities.

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commented Feb 25, 2016

image

0.C-11261-g75886c0 - remains in full effect.

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