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I believe you should check function trapfunc::landmine() at src/trapfunc.cpp:L605
It clearly uses same explosion() function but uses preset values so I think that landmine probably does not use JSON set values at all.
Also (used workaround - adquate values were set): #60
Confirmed. Landmine triggers:
Cataclysm-BN\src\trapfunc.cpp
bool trapfunc::landmine( const tripoint &p, Creature *c, item * )
{
// tiny animals are too light to trigger land mines
if( c != nullptr && c->get_size() == MS_TINY ) {
return false;
}
if( c != nullptr ) {
c->add_msg_player_or_npc( m_bad, _( "You trigger a land mine!" ),
_( "<npcname> triggers a land mine!" ) );
}
explosion_handler::explosion( p, 18, 0.5, false, 8 );
g->m.remove_trap( p );
return true;
}
The values are specifically vehicle_data.
It's not a bug that they aren't used by the "walk on" function, though it may be a good idea to extract the explosion data to main trap structure, remove it from vehicle data (keep do_explosion, though - this would trigger the main explosion for vehicles), then have the explosion function use this new explosion data field.
Describe the bug
Connected issue from cdda:
CleverRaven/Cataclysm-DDA#37724
Also (used workaround - adquate values were set): #60
Confirmed. Landmine triggers:
Cataclysm-BN\src\trapfunc.cpp
Explosive triggers with hardcoded values
Steps To Reproduce
Explosion power and other stats stays the same
Expected behavior
Explosion power and other stats are changed
Screenshots
Versions and configuration
Additional context
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