Otamaa

Results 16 comments of Otamaa

> Could you explain what did you do to fix it? Looks unconventional and bit hard to read. Edited it , now it look more simple and hopefully more readable...

> Could you explain what did you do to fix it? Looks unconventional and bit hard to read. Basically redirect the `MapClass::DamageArea` call to our dll and add an ownership...

> **PackupSoundPlayGlobal** Fixed !

> **Overload.Count=5,7,9,11** **Overload.Damage=0,25,50,1000** **Overload.Frames=30,60,60,600** **Overload.DeathSound=NukeSiren** **Overload.ParticleSys=SmallGreySSys** **MindControll.DrawLink=false** > > If my codes here are correct the only tags that worked for me is **Overload.Count** & **MindControll.DrawLink** the reset didn't work...

> the **Overload.DeathSound** should play when the Master Mind dies right ? it plays when it reach any of the Overload Counts > It is not apparently ,typical WWp :kekw:

Move "AddNoNegative" function to somewhere out "GeneralUtils" to "Hook.cpp" for example , this will fix the compiler problems

Decide Unit Fate is also changed by ares https://github.com/Ares-Developers/Ares/blob/f642263ec12dd393bdc02ba122e63d87cd09faaa/src/Misc/Bugfixes.cpp#L887 and phobos does nothin to those , it is empty function for placeholder ? this is maybe caused by UnitDeploy Fix...

Just want to point out since it using vector of `unique_ptr` make sure to check if the `unique_ptr` is not empty when looping thru the vector(s), accessing that empty `unique_ptr`...

Game using index based on `DebrisTypes` items count , ofcourse it will desync because it will do out of bound array access for the `DebrisMaximums` especially when `DebrisMaximums` items count...

> > Game using index based on `DebrisTypes` items count , ofcourse it will desync because it will do out of bound array access for the `DebrisMaximums` especially when `DebrisMaximums`...