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Update position of attached motes based on real position
This should fix the issue with Noctol eyes, along with other attached motes being drawn away from the pawns they are attached to. This was likely never really noticed before due to no other vanilla attached motes having their position as important as here. Getting a DrawPos of a pawn during ticking will cause `PawnTweener.TweenedPos` to return `TweenedPosRoot` in MP to make the method deterministic. However, `MoteAttached` updated during simulation will draw it in an incorrect position due to the pawn position not being where it is visually. The fix here is to cause `PawnTweener.TweenedPos` patch not to run while calculating the position of the attached mote. Potential alternative approach would be to make a method that works like `Pawn_DrawTracker.DrawPos`, but using `PawnTweener.tweenedPos` field directly rather than `PawnTweener.TweenedPos` getter. Another potential approach would be to make a reverse patch on `PawnTweener.TweenedPos`, but (again) replace the call to the getter with a direct field access in the transpiler. There's possibly other ways to handle this situation, but those 3 are the only ones I could think of.
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