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Fuelweaver doesn't check which insanity mode is active for mind control to stick to a player


hoxi
  • Pending

This is pretty low prio but I thought I'd point it out since the changes were made.

local function IsCrazyGuy(guy)
    local sanity = guy ~= nil and guy.replica.sanity or nil
    return sanity ~= nil and sanity:GetPercentNetworked() <= (guy:HasTag("dappereffects") and TUNING.DAPPER_BEARDLING_SANITY or TUNING.BEARDLING_SANITY)
end

This is inconsistent with the sanity:isCrazy() check that starts mind control, which does check for it. While there isn't a specific case for this right now (as the upgraded Enlightened Crown will force sanity to 200 due to induced enlightenment), this is more of a consistency check and future-proofing, as technically becoming enlightened wouldn't be enough.

 

Also.. given that IsCrazyGuy is a local function defined in multiple files at this point (with this one being the only one slightly different), wouldn't it be better to make it a global function similar to the meat in inventory check that the Rabbit King update changed? Could change the name too to avoid confusion with sanity:IsCrazy(), to something related to BEARDLING_SANITY since that's the main use.

 

 

Also, a function in waveyjoneshandbrain.lua is the only other case I could find of not correctly checking for the sanity mode:

local function getboatsanity(boat)
    local x,y,z = boat.Transform:GetWorldPosition()
    local players = FindPlayersInRange(x,y,z,boat.components.hull:GetRadius(),true)
    local sanity = 1
    for i, player in ipairs(players)do
        if player.components.sanity and player.components.sanity:GetPercent() < sanity then
            sanity = player.components.sanity:GetPercent()
        end
    end
    return sanity
end

This affects the behavior of the hand, but it's still pretty minor.


Steps to Reproduce

See above.

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