Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

NullRef in Helpers.H3InfoPrint #14

Open
mrwallace888 opened this issue Sep 10, 2022 · 5 comments
Open

NullRef in Helpers.H3InfoPrint #14

mrwallace888 opened this issue Sep 10, 2022 · 5 comments

Comments

@mrwallace888
Copy link

It's a given that mods are going to break on the Experimental branch, that's why it's an Experimental branch of course. Unfortunately, LSIIC suffers this fate, and stops functioning correctly. The panel drops to the ground when spawned and can't be grabbed nor interacted with.
LogOutput.log

@BlockBuilder57
Copy link
Owner

Seems that somehow the ModPanelV2 component is missing entirely? I don't have my headset at the moment so unfortunately I can't debug this well, but I'll give it a shot at some point this week. I'll address your other issue in CursedDLLs too (probably.)

@BlockBuilder57
Copy link
Owner

BlockBuilder57 commented Sep 16, 2022

So the problem that you reported is actually CursedDLL's fault. However, fixing that reveals that there is another bug in LSIIC, so I'll rename this issue to reflect that.

@BlockBuilder57 BlockBuilder57 changed the title LSIIC breaks on Update 105 Experimental 1 NullRef in Helpers.H3InfoPrint Sep 16, 2022
@mrwallace888
Copy link
Author

What did CDLLs break?

@BlockBuilder57
Copy link
Owner

Because the code for duplicating from a spawnlock was copied into the code, it had an old reference to FVREntityProxy, which was deleted some time between the last update and this. I'm in the middle of fixing it, but classes come before this. Also, I've just got my headset but I'm waiting on something to arrive so I can actually set it up in my dorm room.

@mrwallace888
Copy link
Author

Ah, I see. Well the banger spawnlock thing can be removed too as well since that's now officially in-game in Experimental.

And in terms of the CDLLs issue with the round insertion time, it broke when he added interpolation animations, so I guess the config now would just change how fast the animation is or something instead and have it be that way, since I'm assuming interpolation speed is correlated with time between round insertions. So you could have the animation speed be faster but also make it faster to insert rounds, or make it slower for whatever reason, or still make it so it's one round per frame like I had it before (making reloading stuff super quick lol)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants