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[#bugs] I've been implementing some mod functionality for curing followers' fungal infec...
Issue #3474
resolved
Marked for crossposting by: exsanguination microtubules
Message (jump):
<Kizby> I've been implementing some mod functionality for curing followers' fungal infections, and I noticed much of the logic around eating guards relevant popups behind
if ((...).IsPlayer())
, but CurableFungalInfection doesn't, so when I (unmodded) dominate someone with a fungal infection, eat the FungalCureWorm, then end domination, the eventual "The queasiness passes" message pops up even though it's no longer my queasiness passing; if the bearer of the infection is not the player, CurableFungalInfection should only show pop-ups for consequences visible to the player (e.g. curing the infection), and they should be conjugated appropriately
Comments (2)
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- changed status to resolved
Fixed in 201.69
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