shiptest-ss13 / Shiptest

The Shiptest Codebase
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[BUG] If you are near a drunk/high mob (must have a client), your sounds end up having the drunk effect too. #3338

Open Sadhorizon opened 2 weeks ago

Sadhorizon commented 2 weeks ago

Round ID:

2658

Testmerges:

Ain't no way any of those cause it, but just in case: #3313: 'Ranger Modernization & Tweaks' by fighterslam at commit 38e39c4904 #3312: 'Gun Safety PSA - Keep your gun safeties on to prevent accidental discharges!' by Gristlebee at commit 01971a8c3d #3185: 'Nanotrasen Harrier-class Exploration Cruiser' by Apogee-dev at commit 5e120d3839 #3246: 'Atlas-class Light Armored Crusier' by meemofcourse at commit 9da7feaa28 #3016: 'Tegu-class Communications Freighter' by goober3 at commit fa82ba9f7d #3329: 'yes' by ZephyrTFA at commit 1b836b94e3 #3336: '[MDB IGNORE][IDB IGNORE]Scarborough Arms' by rye-rice at commit 5468aaa481 #3335: 'Rebalances hardsuit slowdowns' by Apogee-dev at commit 19a3653c20 #3332: 'Adds some of the new Frontiersmen weapons to the Black Market' by Gristlebee at commit b23b6b2309

Reproduction:

So, a mob with client gets drunk/high. If you are nearby, your sounds will also get the filter of being drunk, wether you are or not. Honestly, feels like black magic.

Anticept commented 1 week ago

This is an ancient bug that has been an issue for years. Though it's not a problem on baystation based codebases.