Comments (2)
Check out base.InvokeRepeating("Countdown", 0.01f, 1f);
in class MonoBehaviour. This is one of the only mentions of countdown in Generator's code. The Countdown() method is never called within Assembly-CSharp, but maybe the string here is a way of passing it to be called?
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Resolved, per Abbysssal above was correct.
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Related Issues (18)
- Generators and Stoves no longer pulsate red when about to blow up HOT 1
- If Camouflage is active when hiding, it will get stuck and not recharge. HOT 1
- Stove sprite occasionally turns into a pink square.
- Object Operations - StoppedOperating shows "Cancelled" message after successful Object use.
- Quick heal leads to endless cycle of opening inventory menu if it hits a diet restriction HOT 1
- General Traits - Conflicting Traits appear in Level Up trait selection HOT 1
- Chronomancy - Chance of game speeding up continuously instead of reverting to base timescale HOT 1
- Pyromancy - Shows Fist icon when using HOT 1
- Chronomancy - If you switch weapon while active, it may permanently affect timescale.
- Pyromancy - BurnedOut stays true, won't flip back to false. HOT 1
- Object interactions show a "Cancelled" message even though they went through successfully. HOT 3
- If the player hides in an object just south of a wall, it traps the player between them. HOT 2
- Object interactions break inconsistently. HOT 1
- Item sprite appears as Water Gun HOT 1
- Message for Burned Hands displays as "E_BurnedHands" HOT 1
- All Objects pulse yellow as if they were the closest interactable object. HOT 2
- Stealth Bastard Deluxe - Can escape hiding against walls, but now clip through walls.
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