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Test and fix zapback #23968

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merged 7 commits into from Jun 13, 2018

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@kevingranade
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commented Jun 7, 2018

As mentioned here, zapback was triggering in an obscure case where a ranged weapon also had a reach attack.
While investigating I also discovered that said weapons had no way of triggering the reach attack, so I added automatic inserion of an appropriate firing mode to items of this kind on creation and fixed fire action handling.

@kevingranade kevingranade force-pushed the kevingranade:test-and-fix-zapback branch to 9dce3d4 Jun 7, 2018

TEST_CASE( "zapback_npc_nonconductive_unarmed_weapon", "[mondefense]" )
{
standard_npc attacker( "Attacker" );
// AFAICT this is the only nonconductive unarmed weapon.

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@Night-Pryanik

Night-Pryanik Jun 7, 2018

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Cestus is another example.

TEST_CASE( "zapback_npc_nonconductive_unarmed_weapon", "[mondefense]" )
{
standard_npc attacker( "Attacker" );
// AFAICT this is the only nonconductive unarmed weapon.

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@Night-Pryanik

Night-Pryanik Jun 7, 2018

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Cestus is another example.

@AMurkin

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commented Jun 8, 2018

"Striking the tab shocks you!"

Where NPC hp were set before db742a6?

@kevingranade

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commented Jun 8, 2018

This is a separate npc constructor used for making testing npcs. I want actually able to pin down where it happens normally, for players it happens in newcharacter.cpp

@ZhilkinSerg ZhilkinSerg merged commit bea2a7e into CleverRaven:master Jun 13, 2018

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@kevingranade kevingranade deleted the kevingranade:test-and-fix-zapback branch Jun 14, 2018

@kevingranade kevingranade referenced this pull request Jun 27, 2018

Merged

Fix throw zapback #24108

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