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Log.Info($"Requesting SynchronizeTeamSensitiveData {phase} for {abilityRequest.m_caster.DisplayName} for using ability {abilityRequest.m_ability.m_abilityName}");// custom
Log.Info($"Not requesting SynchronizeTeamSensitiveData {phase} for {abilityRequest.m_caster?.DisplayName} for using ability {abilityRequest.m_ability?.m_abilityName}");// custom
Log.Info($"Requesting SynchronizeTeamSensitiveData {phase} for {hitActor.DisplayName} for being hit by {abilityRequest.m_caster?.DisplayName}'s ability {abilityRequest.m_ability.m_abilityName}");// custom
Log.Info($"Requesting SynchronizeTeamSensitiveData {phase} for {hitActor.DisplayName} for being hit by {abilityRequest.m_caster.DisplayName}'s ability {abilityRequest.m_ability.m_abilityName}");// custom
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hitActor.SynchronizeTeamSensitiveData();
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}
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else
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{
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Log.Info($"Not requesting SynchronizeTeamSensitiveData {phase} for {hitActor.DisplayName} for being hit by {abilityRequest.m_caster?.DisplayName}'s ability {abilityRequest.m_ability?.m_abilityName}");// custom
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}
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}
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}
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}
@@ -245,20 +266,35 @@ public void SynchronizePositionsOfActorsParticipatingInPhase(AbilityPriority pha
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{
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if(effect.HasResolutionAction(phase))
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{
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-
if(effect.Caster!=null)
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{
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Log.Info($"Requesting SynchronizeTeamSensitiveData {phase} for {effect.Caster.DisplayName} for using effect {effect.m_effectName}");// custom
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effect.Caster.SynchronizeTeamSensitiveData();
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}
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if(effect.Target!=null)
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// if (effect.Caster != null)
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// {
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// Log.Info($"Requesting SynchronizeTeamSensitiveData {phase} for {effect.Caster.DisplayName} for using effect {effect.m_effectName}"); // custom
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// effect.Caster.SynchronizeTeamSensitiveData();
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// }
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if(effect.Target!=null
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// custom
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// but what if black hole in fog of war hits nobody? will the animation play in the wrong place?
Log.Info($"Requesting SynchronizeTeamSensitiveData {phase} for {effect.Target.DisplayName} for being the target of {effect.Caster?.DisplayName}'s effect {effect.m_effectName}");// custom
Log.Info($"Requesting SynchronizeTeamSensitiveData {phase} for {hitActor.DisplayName} for being hit by {effect.Caster?.DisplayName}'s effect {effect.m_effectName}");// custom
Log.Info($"Requesting SynchronizeTeamSensitiveData {phase} for {hitActor.DisplayName} for being hit by {effect.Caster?.DisplayName}'s effect {effect.m_effectName}");// custom
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hitActor.SynchronizeTeamSensitiveData();
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}
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else
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{
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Log.Info($"Not requesting SynchronizeTeamSensitiveData {phase} for {hitActor.DisplayName} for being hit by {effect.Caster?.DisplayName}'s effect {effect.m_effectName}");// custom
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}
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}
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}
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}
@@ -267,15 +303,24 @@ public void SynchronizePositionsOfActorsParticipatingInPhase(AbilityPriority pha
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{
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if(effect.HasResolutionAction(phase))
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{
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if(effect.Caster!=null)
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{
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Log.Info($"Requesting SynchronizeTeamSensitiveData {phase} for {effect.Caster.DisplayName} for using world effect {effect.m_effectName}");// custom
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effect.Caster.SynchronizeTeamSensitiveData();
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}
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// if (effect.Caster != null)
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// {
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// Log.Info($"Requesting SynchronizeTeamSensitiveData {phase} for {effect.Caster.DisplayName} for using world effect {effect.m_effectName}"); // custom
Log.Info($"Requesting SynchronizeTeamSensitiveData {phase} for {hitActor.DisplayName} for being hit by {effect.Caster?.DisplayName}'s world effect {effect.m_effectName}");// custom
Log.Info($"Requesting SynchronizeTeamSensitiveData {phase} for {hitActor.DisplayName} for being hit by {effect.Caster.DisplayName}'s world effect {effect.m_effectName}");// custom
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hitActor.SynchronizeTeamSensitiveData();
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}
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else
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{
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Log.Info($"Not requesting SynchronizeTeamSensitiveData {phase} for {hitActor.DisplayName} for being hit by {effect.Caster?.DisplayName}'s world effect {effect.m_effectName}");// custom
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