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Fix RoomSpawnpoint #110
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Fix RoomSpawnpoint #110
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* Preventing use of TransformPoint(Offset) in Surface Room * Added more delay
I fixed uwu @Josephfallen |
Thank you @SrLicht I'll look over it once I finish my code :) |
Thank you n-n I've already tested the changes and they work before my items appeared in Y 2000 and now they appear correctly in Surface |
@SrLicht If you want it reviewed you have to make it public |
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If tested, It looks good
Co-authored-by: Alex Rouse <alex@leronix.net>
* Thanks Alex Co-Authored-By: Alex Rouse <alex@leronix.net>
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If tested
After so much testing for a while, if CustomItems spawn too early they are not properly registered and spawn but without being custom items, also the locker spawn does not work because the base game did not finish generating all the lockers on the map yet, by adding this delay all those problems were eliminated. I also thought it was fair to add a Try catch Log.Error in case there is any error when spawning custom items, currently if there is any you have no way of knowing. Translated with DeepL.com (free version)
I was too lazy to type the commit from my damn cell phone so I used a translator. |
Co-authored-by: Alex Rouse <alex@leronix.net>
Description
Describe the changes
Fixes RoomSpawnPoint when used in Surface and also changing the spawn eventarg to WaitingForPlayers.
What is the current behavior? (You can also link to an open issue here)
What is the new behavior? (if this is a feature change)
Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)
Other information:
Proof what the change is working and dont brake the position
PillsSpawnPoints its a List of RoomSpawnPoints where some are in Surface
Types of changes
Submission checklist
Patches (if there are any changes related to Harmony patches)
Other