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PocoHud icon keeps counting down the ECM timer even though ECM is gone #32

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karasuhebi opened this issue Dec 24, 2015 · 5 comments
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@karasuhebi
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If you set up an ECM on a glass surface and then destroy the glass, the ECM gets destroyed but PocoHud keeps counting down, making people think the ECM is still in effect.

@ghost
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ghost commented Jan 18, 2016

I have pushed my first attempt to fix this to my repo. It seems to work as intended when I tried it in singleplayer / as host. And it should work for clients too, but it needs a good amount of testing still.
Also, the function is quite bulky, I'm not sure if it could be made a bit nicer.

@karasuhebi
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Do you have a link to build based on your repo? I'd be glad to test it if you feel like it's ready for a public test.

@zenyr
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zenyr commented Jan 20, 2016

Wooh, almost missed this notification. How's it working? Couldn't play a single game for a few days, locked outta my gaming rig 9 am to 11 pm everyday. dang.

@ghost
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ghost commented Jan 20, 2016

@karasuhebi
It's on my GitHub. All I changed was Hud3.lua, so you'd only have to replace that file in your PocoHud folder.

@zenyr
Basically, it keeps a list of all ECMJammerBase instances, which is updated inside the set_active hook function. It also hooks ECMJammerBase:destroy, in which it uses the list to determine if there is any other ECM running to update the timer buff or remove it.

@karasuhebi
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Any updates on this one?

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