My initial patch was pretty naive and didn't take into account the variability in buff ids. We now track and update buffDurations correctly and use that dictionary to store buff durations on pause and ensure they remain the same on each tick until all players unpause.
My initial patch was pretty naive and didn't take into account the variability in buff ids. We now track and update
buffDurations
correctly and use that dictionary to store buff durations on pause and ensure they remain the same on each tick until all players unpause.https://github.com/mishagp/PauseInMultiplayer/assets/6118330/4a4d4b4f-4d77-4315-a039-98ffb509f3ee
Also applied default code formatting fix from VS Code and the standard C# support extension.
Closes #1.