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Fix escape pod status on joining and repairing it #2257
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Tested IG, seems to work overall
Upon relog, escape pod will still show the black smoke effect for 4-5s
NitroxClient/GameLogic/Spawning/Metadata/Processor/EscapePodMetadataProcessor.cs
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But now repairing when online is broken
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Ready for full review. Tested heavily ingame. |
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Radio is now always repaired when joining a new world.
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namespace NitroxClient.Debuggers.Drawer.Subnautica; | ||
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public class UWEEventDrawer : IDrawer<Event<float>>, IDrawer<Event<PowerRelay>> |
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Should be UweEventDrawer
as it's 3+ letter acronym.
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I agree with this but I think we should be consistent. In this file we have GUI did we want to change that as well?
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If we could, yes I think so. But that's a Unity type. Renaming external types would be too tedious for maintaining a naming convention imo.
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I kept the naming from the namspace uwe gave us. There it is ALl uppercase.
NitroxClient/GameLogic/Spawning/Metadata/Processor/EscapePodMetadataProcessor.cs
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NitroxClient/GameLogic/InitialSync/PlayerPositionInitialSyncProcessor.cs
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NitroxClient/GameLogic/Spawning/Metadata/Processor/EscapePodMetadataProcessor.cs
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NitroxModel/DataStructures/GameLogic/Entities/Metadata/EscapePodMetadata.cs
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@@ -10,6 +10,6 @@ public sealed partial class EscapePod_Awake_Patch : NitroxPatch, IDynamicPatch | |||
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public static bool Prefix(EscapePod __instance) | |||
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return !EscapePodWorldEntitySpawner.SURPRESS_ESCAPE_POD_AWAKE_METHOD; | |||
return !EscapePodWorldEntitySpawner.SuppressEscapePodAwakeMethod; |
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Are we actually never running Awake on EscapePod even once ? It seems like it's important because it sets EscapePod.main which is used later on
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