fix: features not working with >4 players
very unoptimal but that's in a corroutine ig that's fine
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@@ -166,8 +166,6 @@ namespace DevourClient.Hacks
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public static void CreateCustomizedLobby(int lobbySize = 4, bool isPrivate = false, Il2CppUdpKit.Platform.Photon.PhotonRegion.Regions __region = Il2CppUdpKit.Platform.Photon.PhotonRegion.Regions.BEST_REGION)
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public static void CreateCustomizedLobby(int lobbySize = 4, bool isPrivate = false, Il2CppUdpKit.Platform.Photon.PhotonRegion.Regions __region = Il2CppUdpKit.Platform.Photon.PhotonRegion.Regions.BEST_REGION)
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{
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{
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Entities.MAX_PLAYERS = lobbySize; //max players in the lobby
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Il2CppHorror.Menu _menu = UnityEngine.Object.FindObjectOfType<Il2CppHorror.Menu>();
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Il2CppHorror.Menu _menu = UnityEngine.Object.FindObjectOfType<Il2CppHorror.Menu>();
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CanvasGroup _loadingCanvasGroup = _menu.loadingCanvasGroup;
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CanvasGroup _loadingCanvasGroup = _menu.loadingCanvasGroup;
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@@ -147,8 +147,7 @@ namespace DevourClient.Helpers
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public static int MAX_PLAYERS = 4; //will change by calling CreateCustomizedLobby
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public static int MAX_PLAYERS = 4; //will change by calling CreateCustomizedLobby
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public static BasePlayer LocalPlayer_ = new BasePlayer();
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public static BasePlayer LocalPlayer_ = new BasePlayer();
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public static BasePlayer[] Players = new BasePlayer[MAX_PLAYERS]; //i hope this doesn't break
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public static BasePlayer[] Players = default!;
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//public static GameObject[] Players = default!;
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public static Il2Cpp.GoatBehaviour[] GoatsAndRats = default!;
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public static Il2Cpp.GoatBehaviour[] GoatsAndRats = default!;
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public static Il2Cpp.SurvivalInteractable[] SurvivalInteractables = default!;
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public static Il2Cpp.SurvivalInteractable[] SurvivalInteractables = default!;
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public static Il2Cpp.KeyBehaviour[] Keys = default!;
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public static Il2Cpp.KeyBehaviour[] Keys = default!;
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@@ -184,6 +183,7 @@ namespace DevourClient.Helpers
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for (;;)
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for (;;)
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{
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{
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GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
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GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
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Players = new BasePlayer[players.Length];
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int i = 0;
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int i = 0;
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foreach (GameObject p in players)
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foreach (GameObject p in players)
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