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add bug comments to stuff i think might be a bug?
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@ -35,6 +35,7 @@ public class QSBStalkAction : QSBGhostAction
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protected override void OnEnterAction()
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{
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// BUG: this checks only for the host's lantern concealed?
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var flag = Locator.GetDreamWorldController().GetPlayerLantern().GetLanternController().IsConcealed();
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_wasPlayerLanternConcealed = flag;
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_isFocusingLight = flag;
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@ -72,6 +72,7 @@ internal class GhostPartyPathDirectorPatches : QSBPatch
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__instance._numArrivedGhosts++;
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}
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// BUG: only checks for host blocking the respawn?
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if (!__instance._respawnBlockTrigger.IsTrackingObject(Locator.GetPlayerDetector()))
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{
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__instance._dispatchedGhosts.QuickRemoveAt(i);
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@ -408,6 +408,7 @@ public class QSBGhostBrain : WorldObject<GhostBrain>, IGhostObject
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_data.currentAction = GhostAction.Name.None;
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}
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// BUG: IsExitingDream happens for one frame, but still, doesn't this not evaluate actions if host is leaving dream world?
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if (_data.isAlive && !Locator.GetDreamWorldController().IsExitingDream())
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{
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AttachedObject.EvaluateActions();
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@ -593,6 +594,7 @@ public class QSBGhostBrain : WorldObject<GhostBrain>, IGhostObject
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{
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var playersInDreamworld = QSBPlayerManager.PlayerList.Where(x => x.InDreamWorld);
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// BUG: doesn't this disable the ghost if the host is the only player left?
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if (playersInDreamworld.Count() == 0 || (playersInDreamworld.Count() == 1 && playersInDreamworld.First() == QSBPlayerManager.LocalPlayer))
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{
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DebugLog.DebugWrite($"No players in dream world");
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@ -36,6 +36,7 @@ public class QSBGhostController : WorldObject<GhostController>, IGhostObject
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AttachedObject._grabController.Initialize(effects.AttachedObject);
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AttachedObject._lantern.SetLit(true);
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AttachedObject.MoveLanternToCarrySocket(false, 0.1f);
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// BUG: i have no idea what this does, but it's still local player shenanigans?
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AttachedObject._playerCollider = Locator.GetPlayerBody().GetComponent<CapsuleCollider>();
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}
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@ -94,6 +94,7 @@ internal class QSBPrisonerBrain : WorldObject<PrisonerBrain>, IGhostObject
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if (Controller.AttachedObject.IsMoving())
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{
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// BUG: does this make it not stop for remote players?
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bool movementPaused = AttachedObject._blockMovementVolume.IsTrackingObject(Locator.GetPlayerDetector()) || !AttachedObject._allowMovementVolume.IsTrackingObject(Locator.GetPlayerDetector());
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Controller.AttachedObject.SetMovementPaused(movementPaused);
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}
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