Freddy no longer gets stuck in an endless attack loop after his instant kill.
The previous HandleAttack replacement never cleared the state impulse and never
started the 2-second attack timer, so the attack ran again every frame and Freddy
never left the Attack state.
Revived players are no longer killed again by a previous attack. Damage was being
re-applied every frame to the stored target, with no distance or alive check.
The attack animation trigger and its network RPC are no longer fired every frame.
Changed
CustomHandleAttack now mirrors the original logic: consume the impulse, deal damage
once, wait 2 seconds, switch off the mouth light and go to Leave.
Damage is only dealt if the target exists, is not disabled and is within 8 m of Freddy.
Otherwise Freddy skips the hit and goes to Leave.
Restored the FreddyZoomRPC call that was missing from the previous patch.
Private fields are now accessed through cached Harmony references instead of Traverse
on every frame.
Added a hard dependency on OrtonLongGaming-FreddyEnemy so load order is guaranteed.
Package renamed to FreddyEnemy_Refix; BepInExPack dependency updated to 5.4.2305.
The transpilers now log a warning if they cannot find the call they need to replace.
Removed
The Unpatch block in Awake, which removed every Harmony patch on EnemyFreddy.Update
and EnemyFreddyAnim.Update, including patches from other mods.
1.0.0 (upstream: erv-FreddyEnemy_Patch)
Original compatibility patch by erv: adapts the HurtOther and Sound.PlayLoop
calls of FreddyEnemy to the current game version.
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