[FIXED 0.78.0] Accessory Bug + fix

Post any Bug Reports here
Post Reply
Jay
RF Dev Team
Posts: 1232
Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

[FIXED 0.78.0] Accessory Bug + fix

Post by Jay »

It is possible to add the same accessory twice to a specific pawn. They have the same EntityName, and they have to be detached twice (i think). You will not see any difference in the game since they are at the exact same place (but i think they are rendered twice)

Since they should work like the pawn weapons did, they should only be able to be attached once.

A possible fix would be to replace the ATTACHACCESSORY case in CPawnHigh.cpp with

Code: Select all

case ATTACHACCESSORY:
	{
		geActor *MasterActor = NULL;
		std::string EntityName;
		if(!EffectC_IsStringNull(Object->Index->TriggerName))
		{
			EntityName = Object->Index->TriggerName;
			if(!stricmp(Object->Index->TriggerName, "Player"))
				MasterActor = CCD->Player()->GetActor();
			else
				MasterActor = CCD->ActorManager()->GetByEntityName(Object->Index->TriggerName);
		}
		else
		{
			EntityName = CCD->ActorManager()->GetEntityName(Object->Actor);
			MasterActor = Object->Actor;
		}
			
		if(MasterActor)
		{
			unsigned int keynum = AccessoryCache.size();
			if(keynum>0)
			{
				for(unsigned int i=0; i<keynum; i++)
				{
					if(!strcmp(AccessoryCache[i].Name.c_str(), Object->Index->AnimName))
					{
						EntityName += Object->Index->AnimName;
                    //Look if we already have this accessory
						geActor *SlaveActor = CCD->ActorManager()->GetByEntityName(EntityName.c_str());
						if(SlaveActor) //Pawn already has this accessory, don't add twice
							break;

						SlaveActor = CCD->ActorManager()->SpawnActor(AccessoryCache[i].ActorName, 
							Object->Location, AccessoryCache[i].Rotation, "", "", NULL);

						if(!SlaveActor)
							break;

						CCD->ActorManager()->SetEntityName(SlaveActor, EntityName.c_str());
										
						if(AccessoryCache[i].EnvironmentMapping)
							SetEnvironmentMapping(	SlaveActor, true,
								AccessoryCache[i].AllMaterial,
								AccessoryCache[i].PercentMapping,
								AccessoryCache[i].PercentMaterial);	
						CCD->ActorManager()->ActorAttachBlend(SlaveActor, MasterActor);
						break;
					}
				}
			}
		}
		Object->ActionActive = false;
		runflag = true;
		break;
	}
I could not test this code or even compile it since the c++ express 2008 setup does not work when i tried just now (can't connect to server???) on my 'new' old computer. The fix is about checking if the accessory is already there to not add it twice.
Everyone can see the difficult, but only the wise can see the simple.
-----
User avatar
QuestOfDreams
Site Admin
Posts: 1520
Joined: Sun Jul 03, 2005 11:12 pm
Location: Austria
Contact:

Re: Accessory Bug + fix

Post by QuestOfDreams »

Though I consider this to be at the responsibility of the scripter, we can try to make the code fool-proof, of course ... will add a check in next version.
Post Reply