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ASDG- Fail gracefully if attachments not compatible #1239

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merged 2 commits into from
Jun 5, 2015

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PabstMirror
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To reproduce: run @asdg without the ace_asdg_comp - hit ctrl-L, laser pointer is gone.

ASDG messes with PointerSlot and compatible items.
If a user has ASDG installed without our compatibilty patch, then it seems like none of our ACE_x attachements will work on weapons.

With laser pointers, on switch we delete the current and then add the new laser. If that new laser isn't compatible then it won't get added and the user will have nothing.

This dumps several error messages in the RPT and if the ACE_nextModeClass doesn't get added then it reverts back to the current so nothing is lost.

@PabstMirror PabstMirror added the kind/bug-fix Release Notes: **FIXED:** label May 16, 2015
@jaynus
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jaynus commented May 16, 2015

Should we be adding exceptions for addons in the core code? Shouldn't this be handled more gracefully with them?

I don't want to get into the habit of having to hard-code 50 exceptions into our core code all over the place like this. I don't like it at all. We should probably request ASDG to handle this aspect of it for us, no?

@PabstMirror
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ASDG is fairly unique as a mods goes, we really only have 1 rail compatibility mod to worry about.

I don't think ASDG can't really do anything about this. They have to change PointerSlot/compatibleItems on vanilla weapons to use their system.

@ulteq ulteq added this to the 3.1.0 milestone May 26, 2015
PabstMirror added a commit that referenced this pull request Jun 5, 2015
ASDG- Fail gracefully if attachments not compatible
@PabstMirror PabstMirror merged commit 237b5b4 into master Jun 5, 2015
@PabstMirror PabstMirror deleted the laserPointerAsdgConflict branch June 5, 2015 21:40
@nicolasbadano
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👍

@jonpas
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jonpas commented Jun 6, 2015

When ASDG JR is in CBA, this will have to be changed afaik (unless the class will stay the same).

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6 participants