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Doors with the flag "Ignore player +USE" can be opened when pressing Use key #1691

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Delta7x opened this issue Dec 3, 2024 · 1 comment
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@Delta7x
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Delta7x commented Dec 3, 2024

Your version of TTT2 (mandatory)

  • Workshop version (0.14.0b)

Video

https://www.youtube.com/watch?v=z2ynpoBHs9I
(I realize there's no sound, you'll have to trust that I was spamming E in the first part when showing what's supposed to happen in vanilla TTT)

Describe the bug (mandatory)

While running TTT2 the flag "Ignore player +USE" on prop_door_rotating (I'm unsure if other doors are affected) seems to be ignored. The player can still use their Use/interact key on that door and open it. The same thing doesn't seem to happen on vanilla TTT.

To reproduce

Steps to reproduce the behaviour:

  1. Go to ttt_policedepartment_betav6 (https://steamcommunity.com/sharedfiles/filedetails/?id=294631002 only example I have)
  2. Navigate to the Traitor room at the very back of the building, where the jail cells and Traitor tester are located
  3. Walk up to either door for the Traitor room and press E

Expected behaviour

The door to not open on use.

Context (please provide as much as you can)

  • Collection link of your Server: Not applicable as this still happened with all addons (Aside from TTT2 it's just Pointshop, ULX, TTT Weapon Placer, and some maps anyway) I had installed on my client unsubscribed and uninstalled when testing in Singleplayer.
  • No errors seemed to be thrown.
  • No add-ons, I removed everything. Tried in vanilla TTT and then with only TTT2 installed
  • Screenshots: How I have the doors set in Hammer
    https://i.imgur.com/5Y2OPJw.png
    https://i.imgur.com/yZamSx6.png

Additional context

Admittedly, I'm unsure if "Ignore player +USE" is the issue here or if it's just because I don't have the doors locked in the first place. Either way, not supposed to be able to open them like that.

@Histalek
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Histalek commented Dec 4, 2024

This is indeed weird

i have confirmed:

  • the door has the correct spawnflags (silent_general and ignore_player_use) set
  • the NWBool ttt2_door_player_use is correctly set to false for that door
  • targetid is therefor correctly not shown (as it won't show if you cannot use the door ... in theory)

i've looked over the door code in general and nothing jumps out to me

i'm currently suspecting that we have some fallback player USE situation/codepath that neither respects door.PlayerCanUse() nor entmeta:PlayerCanOpenDoor()

@Histalek Histalek added the status/confirmed Validated by a project member label Dec 4, 2024
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