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Winona's generators have an incorrect check for "engineerid" tag instead of the intended "handyperson"


hoxi
  • Pending

This applies to both winona_battery_low and winona_battery_high:

local function OnUsedIndirectly(inst, doer)
	if doer and doer.userid == inst._engineerid then
		if doer:HasTag("engineerid") then
			--skip if this is already mine and I'm still an engineer (didn't swap chars)
			return
		end
	elseif IsEngineerOnline(inst) then
		--skip if engineer is still online
		return
	end
	if ConfigureSkillTreeUpgrades(inst, doer) then
		ApplyEfficiencyBonus(inst)
		UpdateCircuitPower(inst)
	end
end

Given that this is supposed to be there to prevent constantly reapplying and reconfiguring skill tree upgrades, you'd have to test if anything changes in regards to that.

Try placing down a structure with many upgrades, then reset the skill tree at the celestial portal and interact with it? From a quick look at the code, given how the structures tend to listen for skill tree changes, I'm not entirely sure if this changes anything, but still good to point out since it's clearly not intended, as that tag doesn't exist.

 

I noticed this when looking around the code after reading this report, which you should also check out, that one actually interferes with gameplay more directly compared to this one.


Steps to Reproduce

Explained above basically.




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