There are no checks to see if a client is trying to bugnet a firefly even during the day time when it shouldn't be possible to do so.
Error lies within not disabling the workable component when the flies shouldn't be able to be netted.
scripts/prefabs/fireflies.lua: updatefade & fadein functions
Current faulty code bits:
if inst._fadeval:value() <= 0 and TheWorld.ismastersim then inst:AddTag("NOCLICK") inst.Light:Enable(false) end . if ismastersim then inst:RemoveTag("NOCLICK") inst.Light:Enable(true) inst.AnimState:PlayAnimation("swarm_pre") inst.AnimState:PushAnimation("swarm_loop", true) inst._faderate:set(randomizefadein()) end
Fixed:
if inst._fadeval:value() <= 0 and TheWorld.ismastersim then inst:AddTag("NOCLICK") inst.components.workable:SetWorkable(false) inst.Light:Enable(false) end . if ismastersim then inst:RemoveTag("NOCLICK") inst.components.workable:SetWorkable(true) inst.Light:Enable(true) inst.AnimState:PlayAnimation("swarm_pre") inst.AnimState:PushAnimation("swarm_loop", true) inst._faderate:set(randomizefadein()) end
Note that I'm not checking if the workable component still exists on this prefab as this prefab already makes that assumption in its ondropped function.
Ideally it would verify that the prefab itself still has the component before trying to use it in case a mod removes it, but it is what it is.
Steps to Reproduce
Use a modified client script to make fireflies visible and clickable on demand to easily send the bugnet RPC to catch them. Alternatively use a radius entity grab and send an RPC on the firefly within the radius.
Use a modified client script to make fireflies visible and clickable on demand to easily send the bugnet RPC to catch them. Alternatively use a radius entity grab and send an RPC on the firefly within the radius.
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