From b538eb3200baef40a896e7bee3c5910f29ae4473 Mon Sep 17 00:00:00 2001 From: JohnCorby Date: Sat, 11 Dec 2021 18:49:18 -0800 Subject: [PATCH] PlayerTransformSync.LocalInstance should not be null when we SendEvent. if it is, i would like it to give an error, rather than simply wait --- QSB/Events/QSBEvent.cs | 36 +++++++++++++++++------------------- 1 file changed, 17 insertions(+), 19 deletions(-) diff --git a/QSB/Events/QSBEvent.cs b/QSB/Events/QSBEvent.cs index 3b191888..97896340 100644 --- a/QSB/Events/QSBEvent.cs +++ b/QSB/Events/QSBEvent.cs @@ -35,26 +35,24 @@ namespace QSB.Events public abstract bool RequireWorldObjectsReady { get; } - public void SendEvent(T message) => QSBCore.UnityEvents.RunWhen( - () => PlayerTransformSync.LocalInstance != null, - () => + public void SendEvent(T message) + { + message.FromId = LocalPlayerId; + if (QSBEventManager.ForIdOverride != uint.MaxValue) { - message.FromId = LocalPlayerId; - if (QSBEventManager.ForIdOverride != uint.MaxValue) - { - message.ForId = QSBEventManager.ForIdOverride; - } - if (message.OnlySendToHost) - { - message.ForId = 0; - } - new QSBEventRelay - { - To = message.ForId, - Event = this, - Message = message - }.Send(); - }); + message.ForId = QSBEventManager.ForIdOverride; + } + if (message.OnlySendToHost) + { + message.ForId = 0; + } + new QSBEventRelay + { + To = message.ForId, + Event = this, + Message = message + }.Send(); + } /// /// Checks whether the message should be processed by the executing client.