0.6.40 - #1023
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So far I can confirm the following fixes work
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My new commands I added also work, and are very helpful! Wahoo! |
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should this logic be removed from the above method UnsetOverride()? it calls destroy afterwards, so this un-setting behavior happens twice through that method, which i think will run but would be nice to not
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should this have a fallback e.g. characterbody corePosition? i'm not entirely sure what causes this issue, and after reading 936, it sounds to me this is affecting mimics on void fields. if these are spawned from the cells, i agree they should maybe not drop items for sake of being farmed, though if they're natural interactable spawns, i would expect them to still drop an item from somewhere.
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| base.FixedUpdate(); | ||
| if (base.isAuthority) | ||
| if (NetworkServer.active) |
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what issue is this looking to fix? i would expect cyborg's mines to be client authoritative, and it looks like the prefab is set to local player authority, so unsure on this
| base.FixedUpdate(); | ||
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| if (!NetworkServer.active) | ||
| return; |
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i think should be isAuthority rather than NetworkServer.active; object is local player authority as mentioned in prior comment. theres a good few more states modified in the same way below i dont wanna comment on them all individually though sorry Unbourrow WaitForStick WaitForTarget
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| // TODO: I also have no clue if this works, need to test - Buns | ||
| // Force all non-Body ESMs (e.g. Weapon) to idle so the dead mimic stops attacking. | ||
| // GenericCharacterDeath only enters the Body ESM — other ESMs keep running. |
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Nope, maybe that was the cause of the issue?
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Knight parry is networked thank you for testing with me Timesweeper 🙏 |
…torm2 into pest-control

Attempts to fix the following bugs: