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fix for v1.5 UnnaturalCorpse event #445
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If you think about it, to ensure determinism, a method like This will drastically affect the event though so I'll have to play around with it to decide how to handle it. |
I forgot about |
I think they're just combining tests of "validity" for the event but also "unseen" for spookiness. More like |
Updated and tested in-game. Corpse teleports around now like it should. Here's a diff of the before and after opcodes. |
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Thinking about this code again, I think only one patch would be enough, either to We obviously cannot change the first part of the code, since this could likely introduce bugs (and same could be said about making a prefix to always return Now, it is more of an observation I've made looking through some of the PRs that are both active or were merged. I'm wondering if we should keep both patches, or should we keep only the simpler of the 2? |
I'm in the Discord as
@CodeOptimist
, ping me any time.Tested and appears to work.
I tried to copy the existing style, I thought the
Ldc_I4_1
Or
used byDrawTrackerTickPatch
beneath this was clever and that also transpiles aCellRect.Contains()
, so I used the same though here we return false withLdc_I4_0
And
. I put this patch next to that patch because of the similarity, though perhaps move it if it belongs with other v1.5 patches.I don't know much about this actual event, hopefully having the corpse move with one (or both) players watching doesn't ruin the whole gimmick, as doing things unwatched seems a little special/unique to this? Checking if it's unwatched by all clients sounds... complex.Here's the unpatched vanilla methods:
UnnaturalCorpse
AnomalyUtility
As my first PR: You're always free to aggressively reject/refactor/rewrite. 👍
Cheers. 🍻