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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Bug report #2827 allows equiping items you don't have on soldiers
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Bug report
  • Category
    Campaign
  • Targetted for
    Not determined
  • Status
    Closed
  • Priority
    6. Vital
User pain
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
Affected by this issue (1)
People involved
Times and dates
  • Posted at
  • Last updated
  • Estimated time
    Not estimated
Issue details
  • Resolution
    Not determined
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Complexity
    Not determined
  • Platform
    Not determined
  • Architecture
    Not determined
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Description
[http://sourceforge.net/p/ufoai/bugs/2827 Item 2827] imported from sourceforge.net tracker on 2013-01-28 19:50:51

To replicate:
1) start new campaign, place base.
2) chek buy/sell inventory to see how many assault rifles you have (i usually have 3)
3) go to aircraft->equip soldiers screen
4) note that all assault rifles are shown as available, even though some are already equipped. (in my test 2 soldiers were equipped with assault rifles and 3 were shown available.
5) equip all available assault rifles as a primary weapon (so in my test, 5 soldiers had an assault rifle as primary weapon, even though i only had 3 assault rifles total)
6) go back to geoscape, wait for a ufo, shoot it down, and send in your firebird.
7) in battlescape, note that some of your soldiers have no weapon (in my test, 2 had no weapon, so the total number of assault rifles present in battle matched the total number i had.)

This seems to affect all items.

Version info: current git master as of March 9, 2011 (commit 4a942b4f13c08aab4df64f74df1e7c5c39686830) but have observed this behavior for several weeks.

System info:
vortex:~$ uname -a
Linux vortex 2.6.35-22-generic #35-Ubuntu SMP Sat Oct 16 20:45:36 UTC 2010 x86_64 GNU/Linux


===== Comments Ported from Sourceforge =====

====== darkrainx (2011-03-13 03:16:23) ======

Introduced in bae8ebf0c73915ca9b2201f8b654d830acac7de3
====== tlh2000 (2011-03-13 07:06:08) ======

http://ufoai.git.sourceforge.net/git/gitweb.cgi?p=ufoai/ufoai;a=commit;h=bae8ebf0c73915ca9b2201f8b654d830acac7de3
====== tlh2000 (2011-03-13 07:13:23) ======

i still think the removal of CL_CleanupAircraftCrew was a good thing - as it was imo more a hack to reduce the equipDef_t of an unused copy and just do nothing with that data
====== tlh2000 (2011-03-13 08:44:56) ======

should be fixed in 091e1d43060c8f16552fc3b728937042f2c50c04 - feedback is welcome (please doublecheck)
====== brance (2011-03-13 16:13:22) ======

Original problem seems fixed (Thanks!) in 091e1d43060c8f16552fc3b728937042f2c50c04
But introduced some new weirdness. Available items in equip soldiers screen now seem to toggle on and off with each successive entry into the screen.
Example:
1) new campaign, place base
2) see how many assault rifles i have in buy/sell (i had 4)
3) go to equip soldiers, see 3 assault rifles equipped, 1 available (correct)
4) hit back button and re-enter equip soldiers, see 0 assault rifles available
5) repeat, 1 assault rifle available again.
... toggles between 0 and 1 with each repetition.

Seems to affect all weapons and armor, but not ammo.

====== darkrainx (2011-03-15 17:32:21) ======

Seems that CL_CleanTempInventory() must be called *before* CL_CleanupAircraftCrew()
====== tlh2000 (2011-03-15 21:17:51) ======

should be fixed now - thanks darkrainx
====== sf-robot (2011-03-29 21:20:04) ======

This Tracker item was closed automatically by the system. It was
previously set to a Pending status, and the original submitter
did not respond within 14 days (the time period specified by
the administrator of this Tracker).
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