Comments (4)
Thanks for the detailed report! I've fixed the first issue; BioSeqAct_BioToggleCinematicMode should recompile identically now.
The other two problems are quite vexing. I can't figure out why the two properties in SFXGameModeConversation should have the component flag, as my understanding is that for ObjectProperties it should only be set when the class it holds inherits from Component or BioBaseComponent. Clearly I'm missing something. May take me some time to figure out.
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Comparison of oBehavior field:
Comparison of ConversationCam field:
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- BioPlayerInput (LE3)
Recompiling the class causes the game to crash if you try to zoom in (right click) while in any turret section (Rannoch Reaper chase, Palaven base defence, Earth, Thessia...)
Comparison vanilla<->recompiled:
However, if I use "Restore export data" specifically on PostProcessInput
function and restore this export to vanilla state, the turret crash disappears.
More experiments:
- Vanilla else if block on line 70:
- I replaced the block's contents with just
!BP.IsInCover
call, and it still crashes:
- If I remove the negation, it doesn't crash (!):
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Can confirm that issue 1 is fixed.
Issue 2: for those two properties in SFXGameModeConversation, if I manually take flags from vanilla and slap them onto recompiled with hex editor, the issue 2 is also fixed (couldn't we just copy vanilla flags for all vanilla properties that are recompiled? I guess there's caveats if it hasn't already been done, but just pitching an idea).
Issue 3: it seems different, since the only changed exports upon recompilation are functions, no properties there. I guess another bug also exists in function compilation?
UPD: SFXGameModeBase (LE3) also breaks upon recompilation because some of its functions changed exports, not sure which exactly. The game just won't load into the menu.
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Related Issues (20)
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- Application crashes when you abort closing application
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