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Sign upFix instantly exploding grenades #17060
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Coolthulhu
added some commits
Jun 5, 2016
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That's a fairly painful hack that entirely subverts the meaning of that function. We should patch the problem at the source not via a hack to |
kevingranade
reviewed
Jun 5, 2016
| @@ -2373,7 +2377,7 @@ std::string item::display_name(unsigned int quantity) const | |||
| qty = string_format(" (%i)", ammo_remaining()); | |||
| } else if( is_ammo_container() && !contents.empty() ) { | |||
| qty = string_format( " (%i)", contents.front().charges ); | |||
| } else if( count_by_charges() ) { | |||
| } else if( charges > 0 || count_by_charges() ) { | |||
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kevingranade
Jun 5, 2016
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Are you trying to enable a countdown-type thing? There shouldn't be one. Dynamite is kind of weird in that it's visible, but the countdown state of other things shouldn't be, and in fact could potentially be a little randomized.
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I agree, it seems a lot cleaner to do the right thing in iuse_transform::use(), bypassing ammo_set() entirely. Poking at it... |
Coolthulhu commentedJun 5, 2016
Fixes #17055
Not the cleanest solution, but better than waiting for a proper one.
Allows
iuse_transformto force charges above maximum.Also makes charged items display their charges unconditionally.