Batfoxkid / Freak-Fortress-2-Rewrite

The gamemode that's now also a standalone boss maker.
https://forums.alliedmods.net/forumdisplay.php?f=154
GNU General Public License v3.0
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[Bug] Switching loadouts can bypass ammo restriction #166

Closed DanishSoup closed 5 months ago

DanishSoup commented 7 months ago

Description

Switching from a weapon without having attribute "77" (maxammo primary reduced) then switching to a weapon having attribute "77 ; 0" (in this case the KGB in the video) in the beginning of the round will cause the player to bypass having their ammo being restricted.

Reproduce

Steps to reproduce the behavior:

  1. Use any weapon without attribute "77"
  2. Wait for the round to start being on red team
  3. Switch to the loadout with the weapon that has attribute "77 ; 0"
  4. Wait for the countdown to end
  5. See error. You should have full ammo when its not intended to have any

Media

If applicable, add screenshots, videos, logs, to help explain your problem. https://youtu.be/_IfBK_w6jQ8

Environment

Other Information

Add any other context about the problem here. Probably also happens with attribute "79 ; 0" (maxammo secondary reduced). Mainly this attribute is used to force players into playing a "knight-class" by stripping their primary weapon and forcing them to only use melee and secondary. After the bug is done, the player can use the primary weapon but cant gain any ammo from ammo boxes or dispensers.