airalarm had various checks missing, e.g. making sure the AA
was unlocked before triggering panicsyphon and the like.
added proper rangecheck, added var checks for the different types of calls.
also replaced usr.machine = src with usr.set_machine(src) so the
window updates properly for silicon mobs using the machine from afar.
i had no time to look for functionality exploits, this commit merely makes sure
the commands can only be called in proper circumstances.
This reverts commit 1679b4062f, reversing
changes made to b149b273d9.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Conflicts:
code/datums/visibility_networks/update_triggers.dm
Fixed a few bugs in the construction code, before realizing there were a lot more bugs in the move_to_target() code, giving up and disabling it pending rewrite.
recently i fixed a couple of issues with /vg/'s alien weeds and nodes,
and i see some applying to Bay12 too.
one of those issues was the order of checks in weeds/Life().
it should cancel the weed's search for tiles to expand to without starting
the direction loop first, saving quite a few proc calls.
another issue is alien weeds having the default OBJ_LAYER layer 3 which makes them grow
over all kinds of items and objects which makes sense i guess fluffwise but
is really annoying ingame for both crew and aliens.
( and this coming from the host of Alium Deathtrap 13 ;) )
nodes stay at layer 3 to appear properly over things like AI-holopads.
a really tiny improvement is setting linked_node after the space-turf check in weeds/New().
link to the /vg/ commit : 4dcb434f72
this exploit is in all public builds i could look at.
using the mech fabricator, and you were able to duplicate any obj in the server.
as a nice bonus you could also abuse the part-description-function to identify any atom in the server
memory for even easier access to other yet unknown exploits of this kind.
and also range check was missing to make sure you are not on some other z level massproducing guns.
i will not go into details, as it is exactly the same kind of exploit over and over,
so if you are interested on how and why these exploits work, see some of my other exploit commits :
https://github.com/Baystation12/Baystation12/pull/5068https://github.com/Baystation12/Baystation12/pull/4750
i advise any coder team to be supercautious when changing/writing new Topic procs to prevent these,
and to always doublecheck other coder's works.
I'd say it's a holdover from monkey epidemic but the truth is this is cael code that is being changed, it's been that way for over a year and I still can't rap my head around why these lines were put in.
The amount of inhaled gas used shouldn't approach infinity as inhale_pp
goes to zero, should it?
Also the amount of gas used should decrease with inhale_pp as the
oxyloss is being caused by the fact that fewer moles are entering the
bloodstream.
024a0baa49 removed the exploit protection of canisters without replacement, this commit fixes that.
without this, anybody can open/close valves and all other forms of messing with any canister from anywhere.
ALWAYS keep in mind, NanoUI will update the fancy buttons CLIENTSIDE, that does NOT protect against exploits !
the actual buttonpush can still be spoofed to the server even if NanoUI disabled/hid/greyed-out/removed the button !