[BUG] If you are near a drunk/high mob (must have a client), your sounds end up having the drunk effect too.
Sadhorizon opened this issue · comments
Round ID:
2658
Testmerges:
Ain't no way any of those cause it, but just in case:
#3313: 'Ranger Modernization & Tweaks' by fighterslam at commit 38e39c4904
#3312: 'Gun Safety PSA - Keep your gun safeties on to prevent accidental discharges!' by Gristlebee at commit 01971a8c3d
#3185: 'Nanotrasen Harrier-class Exploration Cruiser' by Apogee-dev at commit 5e120d3839
#3246: 'Atlas-class Light Armored Crusier' by meemofcourse at commit 9da7feaa28
#3016: 'Tegu-class Communications Freighter' by goober3 at commit fa82ba9f7d
#3329: 'yes' by ZephyrTFA at commit 1b836b94e3
#3336: '[MDB IGNORE][IDB IGNORE]Scarborough Arms' by rye-rice at commit 5468aaa481
#3335: 'Rebalances hardsuit slowdowns' by Apogee-dev at commit 19a3653c20
#3332: 'Adds some of the new Frontiersmen weapons to the Black Market' by Gristlebee at commit b23b6b2309
Reproduction:
So, a mob with client gets drunk/high. If you are nearby, your sounds will also get the filter of being drunk, wether you are or not. Honestly, feels like black magic.
This is an ancient bug that has been an issue for years. Though it's not a problem on baystation based codebases.