cmss13-devs / cmss13-devs/cmss13
killing a larva pulled live from a marine when it is attempting to ventcrawl causes the ventcrawl animation on the vent to continue even after the larva is dead
- Dominant language
- DM
- Stars
- 170
- Forks
- 940
- Avg merge
- 5d 16h
- Merged PRs (30d)
- 61
Description
## Testmerges
#6334: 'Xenomorph Endgame' by Git-Nivrak at commit 22dcde564c
#6071: '[V] Sorokyne Strata: Expanded Small corridors, removed 3000 unused tiles, Xenos can now weed everything except LZ's and surrounding of LZ's, allow LAZ for CAS inside structures with light blue Areas on Tacmap (glass ceiling hallways)' by Venuska1117 at commit 300a41768f
#6808: 'Attachments resprite' by Blundir at commit cc4fe40905
#6938: 'SHARP Rifle Revived' by Nomoresolvalou at commit db04ccde7e
#7165: 'Fax Responders & Paperwork Prefabs hybrid TM' by realforest2001 at commit db516d2e08
## Round ID
24079
## Description of the bug
probably a shorter way to have said that; interrupting ventcrawl action via Killing Worms Dead causes the animation to continue even after the larva died
## What's the difference with what should have happened?
someone please exorcise the vent
## How do we reproduce this bug?
1) have a hugged marine
2) pull that worm out (live)
3) let the worm THINK they can escape and begin their ventcrawling heist
4) kill that sucker before it gets away
5) you now have one dead worm and one very wiggly vent
## Attached logs
```
N/A
```
## Additional details
- Author: Doomvoyager
- Admin: Some random guy 3124
- Note: None
Contributor guide
Assessment
This issue has not been assessed yet.