Comments (5)
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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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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The only one I tested was current version. Just force a loadout of driller and nothing else, easy repro.
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Interesting. If you have secondaries assigned, it gives you ammo, if you have them set to None, it doesn't.
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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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Related Issues (20)
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