Difference between revisions of "Talk:Active effect time imprecision bug"
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Talk:Active effect time imprecision bug (edit)
Revision as of 12:02, 4 March 2020
, 12:02, 4 March 2020→Affected actors: Actor::AdvanceTime uses default if given zero
imported>DavidJCobb |
imported>DavidJCobb (→Affected actors: Actor::AdvanceTime uses default if given zero) |
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:The thing that's making me feel so unsure of myself here is: if ''ActiveEffect::AdvanceTime'' is never told how much to advance when called on an NPC, then how does it update elapsed time on NPCs' effects? [[User:DavidJCobb|DavidJCobb]] ([[User talk:DavidJCobb|talk]]) 2020-03-03T09:27:58 (EST) | :The thing that's making me feel so unsure of myself here is: if ''ActiveEffect::AdvanceTime'' is never told how much to advance when called on an NPC, then how does it update elapsed time on NPCs' effects? [[User:DavidJCobb|DavidJCobb]] ([[User talk:DavidJCobb|talk]]) 2020-03-03T09:27:58 (EST) | ||
::If Actor::AdvanceTime is called with zero, it computes the correct time delta to use from various global timing-related values that remain unidentified. Hooking and logging indicates that Unknown012E32E8::Subroutine0075B5D0 advances time for all actors. Not yet sure whether these time values are affected by fast-traveling/sleeping/waiting/prisoning. [[User:DavidJCobb|DavidJCobb]] ([[User talk:DavidJCobb|talk]]) 2020-03-04T12:02:22 (EST) |