Open mrwallace888 opened 2 years ago
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.)
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.
What did CDLLs break?
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.
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)
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