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Affected are only hooks inside SEF Systems, effects itself to use new system to remove problems and nothing else.
If i have to guess, same scenario as the changelevel thing? or that something else. Either way, that is a very weird thing to happen. I hope you can figure a fix or at least know what can be done about it unless it's only "restart" to fix it otherwise.
Apparently flags which i apply to entities are broken after changelevel, for example:
Entity(1).HealingEffectDelay = 626.84497070313 | This is when next heal tick should add health
Meanwhile our CurTime (current time of the game) is: 190.80000305176
So would need to wait quite a while to receive healing.
But at least it still works as intended besides my own personal hiccup and such. But otherwise, it's mainly in case i want to play without SEF stuff one day and enjoy it that way. Yea know?
But it's mainly from the changelevel thing occasionally making the SEF functions either disabled for certain items. Or it gets used as intended but without the desired effects it's supposed to give
But otherwise, for me when a changelevel happens all effect functions start to become dysfunctional form what I've noticed. Meaning if were to transition to the next map or whatever I was playing.
So, if you got any info on the reason why the level thing likes to screw up the SEF based functions, that'd be amazing to hear unless it's just more source spaghetti jank then that sucks to hear.
But on a side note, it does sometimes work as intended, other times not, so it's more or less a 50/50 for if the SEF effects are able to persist even with doing the "save -x-" "load -x-" persist with the scripts that has been affected by the change
i'd have to say basically yes to "lose all affects" after the map changes enough times or just the once
You mean SEF is not loaded correctly after changelevel or you lose all effects applied to you after map change?
Reminder, this is an edit focused mainly on the medkits and injectors, not the scp items themselves since they didn't seem worth while to touch because of their own balance being anomalous in nature.
So whatever it is that cause the Yellow to give you armor instead is beyond my knowledge as to what could happen.
However i did dig inside to find the "local YellowCandyHealth" gives 35 Health if the SEF stuff doesn't work. Though it does make me want to consider making a version of this edit without the SEF dependancy for the sake of it. that and mainly because of loading to the next level breaks the SEF function.
Yellow is for the STIM, which i had pointed out in the description.