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Sync leviathans gameplay #2106
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Sync leviathans gameplay #2106
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Would require some tests :) |
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There's still the following to be looked into (but most of the code is ready for review):
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NitroxPatcher/Patches/Dynamic/Creature_ChooseBestAction_Patch.cs
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NitroxPatcher/Patches/Dynamic/AttackCyclops_UpdateAggression_Patch.cs
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float aggressiveToNoise = __instance.aggressiveToNoise.Value; | ||
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Resolve<IPacketSender>().Send(new AttackCyclopsTargetChanged(creatureId, targetId, aggressiveToNoise)); | ||
ErrorMessage.AddMessage($"[SEND] {__instance.gameObject.name} attacks {__instance.currentTarget.name}"); |
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Pinning debug message so it's not forgotten.
NitroxPatcher/Patches/Dynamic/AttackCyclops_OnCollisionEnter_Patch.cs
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NitroxPatcher/Patches/Dynamic/SeamothTorpedoWhirlpool_Register_Patch.cs
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The latest Sea Dragons sync code wasn't tested because it's really hard without #2113 |
NitroxServer/Communication/Packets/Processors/SeaDragonAttackTargetProcessor.cs
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NitroxServer/Communication/Packets/Processors/AggressiveWhenSeeTargetChangedProcessor.cs
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NitroxPatcher/Patches/Dynamic/SeaDrargon_ReleaseExosuit_Patch.cs
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NitroxPatcher/Patches/Dynamic/RangedAttackLastTarget_StartCasting_Patch.cs
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NitroxPatcher/Patches/Dynamic/RangedAttackLastTarget_StartCharging_Patch.cs
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// TODO: Adapt this code when #1780 is merged | ||
Utils.PlayEnvSound(seaDragonMeleeAttack.attackSound, collider.transform.position, 20f); |
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#1780 is now merged :D
NitroxServer/Communication/Packets/Processors/AggressiveWhenSeeTargetChangedProcessor.cs
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NitroxPatcher/Patches/Dynamic/RangedAttackLastTarget_StartCharging_Patch.cs
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NitroxPatcher/Patches/Dynamic/SeaDragonAggressiveTowardsSharks_GetAggressionTarget_Patch.cs
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NitroxPatcher/Patches/Dynamic/SeaDragonMeleeAttack_OnTouchFront_Patch.cs
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…th inventory not storing torpedos
… creature type whitelist
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Creature sync:
Creature behaviours:
Weapon sync:
Other related issues:
TODO when everything is done:
- [ ] Ensure crash fishes can target other playersPOSTPONED to another PR (will be short but required both this one and #2101 )