cmss13-devs / cmss13-devs/cmss13

It is possible to ovi near construction nodes

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Description

## Testmerges
#9894: 'Multiz indicator' by Detective-Google at commit a1fd9677a0
#9978: 'Xeno Time Checks' by realforest2001 at commit f86f8e3705
#9872: ' Multiz Bigred [MDB IGNORE]' by spartanbobby at commit cd86d53c29
#9861: 'M10 revamp, new attachments & additions.' by Zenith00000 at commit e1c802a2cc
#9405: '[EVENT] Pathogen Confluence' by realforest2001 at commit aa797ef03e
#7023: 'Research Rework Part Two: The Contract System.' by kiVts at commit ea3b82d9ab
#10297: 'Adds (very basic) Zombie Hostile Mobs' by Steelpoint at commit bce8fea083

## Round ID
29336

## Description of the bug
It is possible to start growing an ovipositor while being in the 3x3 vicinity of a construction node.

For reference, you cannot ovi next to completed xeno constructions (recovery node, plasma tree, egg morpher, etc)

## What's the difference with what should have happened?
I expected not being able to.

## How do we reproduce this bug?
1) Start growing an ovipositor
2) Ask someone else to place a construction node next to you

## Attached logs
```
N/A
```

## Additional details
- Author: Vicacrov
- Admin: SmellyHippie
- Note: None

Contributor guide

Open the contributing guide

Research direction

Start by tracing the ovipositor growth path and comparing its 3x3 proximity behavior with the checks used for completed xeno constructions. Reproduce the construction-node placement sequence described for round 29336, then verify that starting an ovipositor nearby is rejected.

Written by the indexing model from the issue text.

Assessment

Domain
game-dev
Issue type
Bug
Difficulty
3/5
Estimated time
1-2 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
45/100

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