边缘世界 RimWorld

边缘世界 RimWorld

RunAndGun - Continued
Bugs
I found error with CE compatibility
Combat Extended :: Failed to find injection point when applying Patch: Harmony_Compat_RunAndGun
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
CombatExtended.HarmonyCE.Compatibility.Harmony_Compat_RunAndGun/<Transpiler>d__6:MoveNext ()
System.Collections.Generic.List`1<HarmonyLib.CodeInstruction>:AddEnumerable (System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction>)
System.Collections.Generic.List`1<HarmonyLib.CodeInstruction>:InsertRange (int,System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction>)
System.Collections.Generic.List`1<HarmonyLib.CodeInstruction>:AddRange (System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction>)
HarmonyLib.CodeTranspiler:ConvertToGeneralInstructions (System.Reflection.MethodInfo,System.Collections.IEnumerable,System.Collections.Generic.Dictionary`2<object, System.Collections.Generic.Dictionary`2<string, object>>&)
HarmonyLib.CodeTranspiler/<>c__DisplayClass11_0:<GetResult>b__0 (System.Reflection.MethodInfo)
System.Collections.Generic.List`1<System.Reflection.MethodInfo>:ForEach (System.Action`1<System.Reflection.MethodInfo>)
HarmonyLib.CodeTranspiler:GetResult (System.Reflection.Emit.ILGenerator,System.Reflection.MethodBase)
HarmonyLib.MethodBodyReader:FinalizeILCodes (System.Collections.Generic.List`1<System.Reflection.MethodInfo>,bool,bool&,bool&,System.Collections.Generic.List`1<System.Reflection.Emit.Label>)
HarmonyLib.MethodCopier:Finalize (bool,bool&,bool&,System.Collections.Generic.List`1<System.Reflection.Emit.Label>)
HarmonyLib.MethodCreator:CreateReplacement ()
HarmonyLib.PatchFunctions:UpdateWrapper (System.Reflection.MethodBase,HarmonyLib.PatchInfo)
HarmonyLib.PatchClassProcessor:ProcessPatchJob (HarmonyLib.PatchJobs`1/Job<System.Reflection.MethodInfo>)
HarmonyLib.PatchClassProcessor:BulkPatch (System.Collections.Generic.List`1<System.Reflection.MethodBase>,System.Reflection.MethodBase&,bool)
HarmonyLib.PatchClassProcessor:Patch ()
HarmonyLib.Harmony:<PatchAll>b__10_1 (System.Type)
HarmonyLib.CollectionExtensions:Do<System.Type> (System.Collections.Generic.IEnumerable`1<System.Type>,System.Action`1<System.Type>)
HarmonyLib.CollectionExtensions:DoIf<System.Type> (System.Collections.Generic.IEnumerable`1<System.Type>,System.Func`2<System.Type, bool>,System.Action`1<System.Type>)
HarmonyLib.Harmony:PatchAll (System.Reflection.Assembly)
CombatExtended.HarmonyCE.HarmonyBase:InitPatches ()
CombatExtended.Controller:PostLoad ()
CombatExtended.Controller:.ctor (Verse.ModContentPack)
System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object[],bool)
System.Reflection.RuntimeConstructorInfo:DoInvoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.RuntimeConstructorInfo:Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.RuntimeType:CreateInstanceImpl (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[],System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[])
System.Activator:CreateInstance (System.Type,object[])
Verse.LoadedModManager:CreateModClasses ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
< >
正在显示第 1 - 5 条,共 5 条留言
I am so glad I'm not the only one getting this error.
Meme Goddess  [开发者] 9 月 23 日 上午 4:51 
This is an issue on their side, and they're aware of it already ^.^ If you want, feel free to comment there that you're interested in the issue being fixed, so they're aware that people want this
https://github.com/CombatExtended-Continued/CombatExtended/issues/4161
@Meme Goddess thanks for your answer!
plaerjilion_RUS 9 月 24 日 上午 12:10 
@Meme Goddess i wrote under your comment on github, that I have same error when use your mod with CE and mod CE reload while move (continued). Enemy pawns, when they run away they don't want to reload the weapon, so they take aim infinite, while going to end of map.
最后由 plaerjilion_RUS 编辑于; 9 月 24 日 上午 12:10
Meme Goddess  [开发者] 9 月 24 日 上午 1:21 
Appreciate ^.^ I knew I'd start getting a lot of bug reports about the issue as soon as they released 1.6 version, hoped they'd fix the patch before then. If they take much longer, I might try and submit a PR to fix it myself, although I'm not sure what their patch is even trying to do
< >
正在显示第 1 - 5 条,共 5 条留言
每页显示数: 1530 50