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Fixes food processors disappearing (again) and fixes bleeding issues with removed body parts (also again) #6813

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Jun 17, 2021
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2 changes: 1 addition & 1 deletion UnityProject/Assets/Scripts/Effects/LTEffect.cs
Original file line number Diff line number Diff line change
Expand Up @@ -51,7 +51,7 @@ public virtual void RpcStopAnim()

public void GetOriginalPosition()
{
originalPosition = transform.position;
originalPosition = this.gameObject.RegisterTile().WorldPositionServer;
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -689,9 +689,16 @@ private IEnumerator Bleedout()
while(isBleedingExternally)
{
yield return WaitFor.Seconds(4f);
if(Root.ContainsLimbs.Contains(this) != false) //This is to prevent rare moments where body parts still attempt to bleed when they no longer should.
if(Root != null) //This is to prevent rare moments where body parts still attempt to bleed when they no longer should.
{
healthMaster.CirculatorySystem.Bleed(UnityEngine.Random.Range(MinMaxInternalBleedingValues.x, MinMaxInternalBleedingValues.y));
if (Root.ContainsLimbs.Contains(this) != false)
{
healthMaster.CirculatorySystem.Bleed(UnityEngine.Random.Range(MinMaxInternalBleedingValues.x, MinMaxInternalBleedingValues.y));
}
}
else
{
break;
}
}
}
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Original file line number Diff line number Diff line change
Expand Up @@ -196,7 +196,7 @@ private void StartProcessor()
// time in seconds = 4 * items_in_processor / manipulator tier
int slotsOccupied = storage.GetNextFreeIndexedSlot().SlotIdentifier.SlotIndex;
processTimer = (float)(TIME_PER_ITEM * slotsOccupied / manipTier);
AnimateProcessor(1, processTimer, shakeValue, 0.1f);
AnimateProcessor(1, processTimer / 8, shakeValue, 0.1f);
UpdateManager.Add(CallbackType.UPDATE, UpdateMe);
playAudioLoop = true;

Expand Down