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Crab King fight music still plays for clients when in inert state


hoxi
  • Pending

This function is still checking for the inert state through the stategraph, which isn't added for clients.

local function PushMusic(inst)
    if ThePlayer == nil or (inst.sg and inst.sg:HasStateTag("inert")) then
        inst._playingmusic = false

    elseif ThePlayer:IsNear(inst, inst._playingmusic and 40 or 20) then
        inst._playingmusic = true
        ThePlayer:PushEvent("triggeredevent", { name = "crabking" })

    elseif inst._playingmusic and not ThePlayer:IsNear(inst, 50) then
        inst._playingmusic = false
    end
end

The only exception is for host players in worlds without caves, where the stategraph does exist, and music doesn't play as intended.


Steps to Reproduce
  1. Approach Crab King while he's in the inert state as a client player.
  2. Notice how the music will play when nearby despite the fight not being active.
  3. Repeat step as a host of a world without caves and compare. The music will correctly not play in this case.



User Feedback


I like the music playing when you are near crab king so i hope they leave it. It makes him ominous. In my opinion they could make it quieter, and a little muffled outside of combat.

Edited by Jakepeng99

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I personally wouldn't mind yeah, that'd be cool if it was kept and volume was lowered outside of the fight (could also reduce the range at where it plays so it doesn't start playing after crab king is roughly in view, but rather when getting close).

Main issue is though, that the current behavior in most cases doesn't match the intended behavior, which is when playing without caves. So if it's kept, it needs to be addressed for host players without caves. So one way or another, something needs to be addressed about this.

Edited by hoxi

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Seeing as crabking.lua has been getting some changes but this is still not addressed, I'm bumping this a bit (also in case this got too buried under the wave of initial reports).

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