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class GeyserArea will never reach any higher bitmask for EGeyserState than 2
Assigned, NormalPublic

Description

Possible bits in decimal are: 0, 1, 2, 3, 4, 5, 6, 7

In the GeyserArea (or GeyserTrigger? as it is holding the value, that is odd though, because otherwise there should be no TALL particles played) class you will never get bits other than 0, 1 or 2

Effectively all code related to the SECONDARY state is never reached. (in the Area class, that does the killing)

Details

Severity
Trivial
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
General
Steps To Reproduce

I tried to change behaviour so the damage is dealt only when there is actual geyser eruption particles (tall one)

This is because otherwise it looks utterly stupid if you are getting killed in a pond from some random bubbling, and you don't even know what actually killed you

I was trying to call the kill method in an if statement looking for the SECONDARY state, that is related to tall particles.

To my surprise it didn't kill at all so I started printing STATE value and never did I get anything other than 0b0000; 0b0001; 0b0010

Additional Information

In my opinion you should consider removing GEYSER_NORMAL particles whatsoever. They are unnecessary and the geyser eruption should always be GEYSER_TALL; OR deal damage somehow only when "TALL" ptc. are present.

Bubbles are fine :)

↑ It would look like that for thousands of lines hence my assupmtion

PS. Line numbers are incorrect (not updated)

Event Timeline

Traqu created this task.Wed, Jun 4, 1:55 PM
Traqu edited Additional Information. (Show Details)
Geez changed the task status from New to Assigned.Thu, Jun 5, 11:22 AM