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[BUG] mobs create runtimes when they hit each other with bows #1110

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kittysmooch opened this issue Dec 27, 2024 · 0 comments
Closed

[BUG] mobs create runtimes when they hit each other with bows #1110

kittysmooch opened this issue Dec 27, 2024 · 0 comments

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@kittysmooch
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Describe the bug

mobs runtime when they shoot bows cause they dont got no skills

Round ID:

found in my dev enviro

Steps to Reproduce:

  1. mob have bow
  2. mob shoot bow
  3. ????????
  4. sometimes it runtimes

Additional context

proc name: get chargetime (/datum/intent/shoot/bow/get_chargetime)
src: shoot (/datum/intent/shoot/bow)
call stack:
shoot (/datum/intent/shoot/bow): get chargetime()
get complex damage(the crude selfbow (/obj/item/gun/ballistic/revolver/grenadelauncher/bow), the goblin (/mob/living/carbon/human/species/goblin/npc/ambush), null, null)
the volf (/mob/living/simple_animal/hostile/retaliate/rogue/wolf): attacked by(the crude selfbow (/obj/item/gun/ballistic/revolver/grenadelauncher/bow), the goblin (/mob/living/carbon/human/species/goblin/npc/ambush))
the volf (/mob/living/simple_animal/hostile/retaliate/rogue/wolf): attacked by(the crude selfbow (/obj/item/gun/ballistic/revolver/grenadelauncher/bow), the goblin (/mob/living/carbon/human/species/goblin/npc/ambush))
the volf (/mob/living/simple_animal/hostile/retaliate/rogue/wolf): attacked by(the crude selfbow (/obj/item/gun/ballistic/revolver/grenadelauncher/bow), the goblin (/mob/living/carbon/human/species/goblin/npc/ambush))
the crude selfbow (/obj/item/gun/ballistic/revolver/grenadelauncher/bow): attack(the volf (/mob/living/simple_animal/hostile/retaliate/rogue/wolf), the goblin (/mob/living/carbon/human/species/goblin/npc/ambush))
the volf (/mob/living/simple_animal/hostile/retaliate/rogue/wolf): attackby(the crude selfbow (/obj/item/gun/ballistic/revolver/grenadelauncher/bow), the goblin (/mob/living/carbon/human/species/goblin/npc/ambush), null)
the volf (/mob/living/simple_animal/hostile/retaliate/rogue/wolf): attackby(the crude selfbow (/obj/item/gun/ballistic/revolver/grenadelauncher/bow), the goblin (/mob/living/carbon/human/species/goblin/npc/ambush), null)
the volf (/mob/living/simple_animal/hostile/retaliate/rogue/wolf): attackby(the crude selfbow (/obj/item/gun/ballistic/revolver/grenadelauncher/bow), the goblin (/mob/living/carbon/human/species/goblin/npc/ambush), null)
the crude selfbow (/obj/item/gun/ballistic/revolver/grenadelauncher/bow): melee attack chain(the goblin (/mob/living/carbon/human/species/goblin/npc/ambush), the volf (/mob/living/simple_animal/hostile/retaliate/rogue/wolf), null)
the goblin (/mob/living/carbon/human/species/goblin/npc/ambush): monkey attack(the volf (/mob/living/simple_animal/hostile/retaliate/rogue/wolf))
the goblin (/mob/living/carbon/human/species/goblin/npc/ambush): handle combat()
the goblin (/mob/living/carbon/human/species/goblin/npc/ambush): handle combat()
the goblin (/mob/living/carbon/human/species/goblin/npc/ambush): process ai()
humannpc (/datum/controller/subsystem/humannpc): try process ai(the goblin (/mob/living/carbon/human/species/goblin/npc/ambush))
humannpc (/datum/controller/subsystem/humannpc): fire(0)
humannpc (/datum/controller/subsystem/humannpc): ignite(0)
Master (/datum/controller/master): RunQueue()
Master (/datum/controller/master): Loop()
Master (/datum/controller/master): StartProcessing(0)
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