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Interrupt prompt doesn't properly cancel some actions: instead it interrupts action and still executes it after you take action of your own. #53391
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In non-debug world, I have also reproduced this behaviour while shooting. "do you want to interrupt? from AIM" ->Y, start shooting, press This is slightly different behaviour from what described in OP but I suspect that root cause is same. |
This isn't limited to AIM only, actually, as pretty much any action which is cancelled by a prompt would continue on next action taken by player. Example: you have auto pulp on, you go on top of a Z corpse. Another Z shows up, it asks you "carry on pulping?" - you cancel pulping, you press F to shoot, you shoot. Instead of just shooting at this point character takes two actions: first shoots, then finishes pulping. Only way to avoid this is to move away from corpse before shooting, so that your character is located at least 2 tiles away. |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
I still experience this in a more subtle manner. For example, if one would start pulping bunch of Z corpses and a Z shows up on the horizon, if one is asked "Zombie is too close, interrupt?" and answers yes, non-zero time is consumed after interruption confirmation. This is shared behaviour among number of actions, the moving items thing is just the most visible one as if you move a lot of small items (for example, rags) it takes more time to interrupt after prompt for some reason. |
Describe the bug
moving a lot of small items in AIM and being interrupted by "you see Z, interrupt? Y/N" leads to continuing the "move" action on opening AIM second time, and all interruptions in that case are ignored.
Steps to reproduce
Expected behavior
Character doesn't continue previous AIM action on opening AIM once again.
Screenshots
No response
Versions and configuration
These are the outputs for the experimental build of commit 00a0caa
Linux
Additional context
I've had hard time reproducing this in debug world. Zombies need to be hidden from your view, but need to know of your presence when you start picking things up, so they'd move towards you and appear in your view - to get interruption prompt.
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