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[GEN][ZH] Fixes "Box" particle systems. #756
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A break statement was in the wrong scope leading to hollow boxes behaving as though they were line systems.
Looks legit to me, Although it may want testing for compat issues first as it does affect the way the positions are calculated. |
Indeed, it will likely affect any mods that used hollow boxes, but I don't think there are any such particle systems in the base games or this bug would have been noticed during development I guess? I actually spotted this bug during Thyme development, just came to mind today to look for what the issue was in the original code. |
What will happen player facing with this bug? |
Players should never have seen this bug because it essentially breaks the hollow box particle system and make its behave as though it were a line system. I don't believe any retail particle systems use hollow box and I'd be suprised if any mods do as if they tried they'd quickly discover it doesn't look how they intended. All the fix really does is open up the possiblity of using a hollow box particle system as it was intended. |
If anything does use BOX then this is a guaranteed mismatch with 1.04 due to it falling into LINE and calling GameClientRandomValueReal which then would throw the entire RNG out of sync |
Is there a way to figure out what elements in the game would potentially use BOX? because then we can perform some (re)play testing? |
you could breakpoint the switch and see if it ever falls into box. |
Well, dunno if game arbitrarily makes BOX particles but there's 15 with VolumeType = BOX in ParticleSystem.ini |
The bug is specific to BOX systems that have m_isEmissionVolumeHollow set. None hollow boxes will work correctly as the break is originally within that scope. |
seems none of the 15 are hallow luckly? |
A break statement was in the wrong scope leading to hollow boxes behaving as though they were line systems.