Issue information

Issue ID
#8458
Status
Fixed
Severity
None
Started
gelz
Dec 6, 2014 4:01
Last Post
malufett
Dec 21, 2014 7:28
Confirmation
Yes (0)
No (1)

gelz - Dec 6, 2014 4:01

[color=rgb(40,40,40)][font=helvetica, arial, sans-serif]
Running SGs bump to hidden GMs as if they are not invisible.[/font][/color][color=rgb(40,40,40)][font=helvetica, arial, sans-serif]
Is there a way to prevent GM hide from hindering Star Gladiator's Running? If yes, how? Thanks.[/font][/color]

I'm not sure if this should go here but I'll still post it here anyway. I've created a topic regarding this in the General Server Support Section and jaBote said it's more of a bug and so it should be posted here. Link to the original post here: [url="http://herc.ws/board/topic/7872-sgs-running-and-gm-hide/"]SG's Running and GM Hide[/url]

Playtester - Dec 6, 2014 8:53

Well the running code is in unit.c "unit_run".

Relevant line is here:[code=auto:0]//if sprinting and there's a PC/Mob/NPC, block the path [Kevin] if( map->count_oncell(bl->m, to_x+dir_x, to_y+dir_y, BL_PC|BL_MOB|BL_NPC, 0) ) break;[/code]I guess that means that in map_count_oncell you will want to ignore GM_HIDE objects.

Not sure how it officially works, though.

Haru - Dec 6, 2014 10:43

Regardless of how it officially works, we should never ever leak the presence of a hidden GM in my opinion. If officials do leak it, we shall consider it an AEGIS bug.

gelz - Dec 21, 2014 3:51

Hello, Hello!

Any update?

malufett - Dec 21, 2014 7:28

Fixed @ ea34b8031646a351e8ddbbb829fb99684df5e6e5
:meow: