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FlashHUD appears to be redundant. Chargebar flashes regardless of using true or false.
However, this is not true.
I've been making an active item that recharges over time but not with room clears, and ended up needing to implement my own clock using MC_POST_UPDATE.
When flashHUD is true, the game produces a sound effect on charge and the bar flickers.
When flashHUD is false, the charge is silent and there is no flicker.
untitled.mp4
Note that I also tried without the "Fancy Charge Bar" mod to make sure it was not involved in this and can confirm it wasn't.
Also due to file size restrictions the quality is mediocre and the flicker is barely very visible--but it is there!
I would open a PR but I'm not entirely sure how to reword it and would gladly do so with some advice. 😊
The text was updated successfully, but these errors were encountered:
EntityPlayer:AddActiveCharge()
's documentation mentions the following:However, this is not true.
I've been making an active item that recharges over time but not with room clears, and ended up needing to implement my own clock using
MC_POST_UPDATE
.When
flashHUD
istrue
, the game produces a sound effect on charge and the bar flickers.When
flashHUD
isfalse
, the charge is silent and there is no flicker.untitled.mp4
Note that I also tried without the "Fancy Charge Bar" mod to make sure it was not involved in this and can confirm it wasn't.
Also due to file size restrictions the quality is mediocre and the flicker is barely very visible--but it is there!
I would open a PR but I'm not entirely sure how to reword it and would gladly do so with some advice. 😊
The text was updated successfully, but these errors were encountered: