Garry's Mod

Garry's Mod

CTakeDamageInfo Fixer (Refer To Wade)
7 則留言
Hearkisnf  [作者] 2 月 9 日 上午 10:25 
推荐所有人不要用这个模组,除非你再经历一些绰绰有余的报错,它破坏了原本的CTakeDamageInfo的工作原理,实现到个维持的操作,就是维持实例化元表的数据,防止他们的数据赋空,因为这个元表的本来就是瞬态的,创建完了就消失,有些开发者直接就把takedamageinfo放在迭代里面执行,打破了一个它的一次性执行的逻辑,这就意料着报错,这个模组的主要原理就是维持了它的一个有效数据
Hearkisnf  [作者] 2024 年 3 月 24 日 上午 8:59 
@22JUAN22 Does it pop the error message? What's the bad code? I really don't know that the details.
22JUAN22 2024 年 3 月 24 日 上午 8:15 
So the issue is that with Fully Dynamic Animated Blood mod, you need to shoot npcs more than once to make it work. So if you kill an NPC with 1 shot, the mod will not work. Only if you shoot the NPC's body again after death it works.
Hearkisnf  [作者] 2024 年 3 月 24 日 上午 5:23 
@22JUAN22 What kind of errors?
Hearkisnf  [作者] 2024 年 3 月 24 日 上午 1:28 
@22JUAN22 It actually just returns an entity that captured on valid data when GetAttacker is called but doesn't return a NULL ( Avoiding Invalid Data ), and also have some details in it, so I guess it works better than before, but I will try to fix it if there are some issues.
22JUAN22 2024 年 3 月 24 日 上午 12:41 
Does this work for Fully Dynamic Animated Blood Mod? I tried to use the other fixer, but you still need to shoot NPC's more than once for it to actually work. Does this mod fix that?
Hearkisnf  [作者] 2024 年 3 月 21 日 上午 6:53 
Problem: Without disposes for disposable information object after calling TakeDamageInfo, or by a transience.