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roncli avatar roncli commented on August 13, 2024

Confirmed this to be a bug. Does not happen in normal games where you select a loadout with ammo only, you get 200. This behavior should be mirrored in forced loadouts.

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CCraigen avatar CCraigen commented on August 13, 2024

I got bored and tried to take a look at this one but I can't reproduce it on my end. The code in MPLoadouts appears to be adding ammo correctly for forced loadouts ("num2"). What version was this happening on?

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roncli avatar roncli commented on August 13, 2024

The only one I tested was current version. Just force a loadout of driller and nothing else, easy repro.

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CCraigen avatar CCraigen commented on August 13, 2024

Interesting. If you have secondaries assigned, it gives you ammo, if you have them set to None, it doesn't.

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CCraigen avatar CCraigen commented on August 13, 2024

Found it. There's an edge case in MPLoadouts and MPSniperPackets when no missile is assigned. MPSniperPacketsPlayerSynchronizeMissile tries to access an array of size 8 but MPLoadouts has set the missile type to .NUM which is 9 so an array out-of-bounds happens that kills the method before it's able to actually add the ammo at the end. Should be a 1-liner once I've got the right branch set up again. -- #293 should fix it.

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