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gunsmith's Issues

Uninstalling the upper receiver from the testing assembly crashes the game

Steps to reproduce:

  1. Spawn ar15
  2. Try to uninstall the upper receiver

Multiple tests have revealed that removing one or more children mods (i.e. mods which are attached to slots added by the upper receiver or its direct children) prevent the crash. Removing a sibling mod does not affect the outcome.

There appears to be an issue with trying to remove objects which aren't there. The following error has been observed in debug.log post-crash:

ERROR : src/visitable.cpp:502 [item visitable::remove_item(item&)] Tried removing item from object which did not contain it

Uninstalling other mods with children still attached has not produced crashes or errors. These uninstall gracefully, just like they do with the already-existing attachments.

Impossible to have a lower receiver without default ammunition data

Guns behave erratically when not assigned default ammunition data, such as accepted calibers or magazines.

This becomes obvious when using the gunmod system to give said data via gunmods / gun parts only. When the base gun (i.e. lower receiver for the AR-15) itself is not assigned default caliber, the assembled firearm will not display the ammo data (e.g. offsets from currently-loaded ammunition) correctly, defaulting to 0 (which may or may not be the base gun's stats).

Having default ammo data on the base gun makes it possible for the gun to shoot, even though in most situations it is yet incapable of doing so because it lacks the mechanisms that enable firing in the first place.

This means that the base gun is able to fire, despite technically lacking all of the necessary components.

The issue is addressible with a workaround of reducing the base gun's range to 0 or below. This causes an error on every attempt to move the cursor away from the character in aiming mode. This method does not prevent assembled guns from firing, so this is considered a safe error that can be ignored.

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