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License: MIT License
Gunsmith overhauls the gun modding system and adds plenty new attachments
License: MIT License
Probably w/ all other reloadable things using duct tape too
Steps to reproduce:
ar15
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.
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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