[00:53:03] <Marzo> Those design docs at Aiera are amazing: check this: http://gallery.ultimacodex.com/files/2012/08/U7-AGIL-USE-CODE-LANGUAGE-V20-032891_page_0014.jpg
[13:42:41] <Dominus> marzo, alignment problems it seems :( https://sourceforge.net/tracker/?func=detail&atid=102335&aid=3604249&group_id=2335
[13:56:49] <Malignant_Manor> Dominus, can you actually reproduce the bug?
[13:57:34] <Malignant_Manor> It doesn't happen for me in BG. I haven't compiled a new version for awhile but I don't think alignment was touched.
[14:11:38] <Dominus> Malignant_Manor: no, I haven't tried it yet. he mentions SI, maybe something went wrong with the goblin village hack :)
[14:12:12] <Dominus> and I'll probably only be able to test this evening (GMT)
[14:22:47] <Malignant_Manor> I have neutral npcs attacking after you attack evil ones.
[14:30:28] <Malignant_Manor> Marzo: Dominus: Call guard likely has the bad code.
[14:30:56] <Malignant_Manor> line 2626 align = witness ? witness->get_effective_alignment() : Actor::neutral;
[14:54:52] <Malignant_Manor> Actually, that was completely wrong. I got a chance to test it and it seems to be because I was attacking guards.
[14:55:40] <Malignant_Manor> attack_avatar line 2706 and 2707
[14:55:44] <Malignant_Manor> (gshape < 0 || npc->get_shapenum() == gshape ||
[14:55:52] <Malignant_Manor> align == npc->get_effective_alignment())
[14:59:36] <Malignant_Manor> It seems that anyone will attack the Avatar in SI if there are no guards for the area or if they have the guard shape.
[15:02:32] <Malignant_Manor> Having the guard shape attack the Avatar would be incorrect too since there is no way to tell what the npc who called attack_avatar's alignment is..
[15:03:23] <Malignant_Manor> That changing it may screw up usecode though.
[15:05:10] <Malignant_Manor> Oops alignment is in the attack_avatar call. (I need to eat so my brain will work)