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Exosuit shoot pose rendering bug #305
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Bug may have been fixed in @6a13037 |
This bug is still present after the fix for the other Exosuit rendering bug. |
What I'm thinking currently is tht the bug could be fixed by checking if the player is wearing an exosuit in ItemFirearm.onPlayerStoppedUsing. If true, force a re-render. However this may work, special-casing is not a good way to handle things, so I will continue doing research. |
I have come up with another potential solution: on the ArrowLooseEvent, if it is a Firearm shot (or Rocket Launcher, will need to test), force a re-render. This is sort of a workaround, which isn't very good. I really should figure out the root cause of this issue. It's not the EnumActions as those are properly set by the model. Here's what we discussed on November 12 in IRC, as noted by my personal notes: "We manually set armor rotation for the exosuit for sitting, standing, bow aiming, etc. We may need to special-case it. Look at onPlayerStoppedUsing in ItemBow for differences" |
I know how to fix this bug - poke me in IRC, I'll be on in like 2 hours. It has to do with caching the suit and associated issues. Unrelated, but a lot of exo parts don't render now at least in my dev environment, including the top hat. |
I haven't noticed that. I'll test it out at some point today |
How to achieve it:
What happens:
Arms get stuck in the shooting pose.
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