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Fix #467 Ped animations don't sync for new players
Fixed #467
bump
I have the exact same issue on Final Fantasy VI (and other FF Pixel Remaster games) on BepInEx BE 691 and 577 :
The method in question :
// RVA: 0x34CE80 Offset: 0x34BE80 VA: 0x18034CE80
public static float GetFieldSpriteMoveSecondsPerCell(Nullable<FieldEntityConstants.FieldSpriteSpeedID> speedId, float entityMoveMagnification = 1) { }
My hook :
[HarmonyPatch(typeof(FieldEntityConstants), nameof(FieldEntityConstants.GetFieldSpriteMoveSecondsPerCell))]
[HarmonyPostfix]
static void SpriteMovespeed(ref float __result, Il2CppSystem.Nullable<FieldEntityConstants.FieldSpriteSpeedID> speedId, float entityMoveMagnification)
{
}
Error.log :
Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Repeat 2 times:
--------------------------------
at Il2CppInterop.Runtime.IL2CPP.il2cpp_value_box(IntPtr, IntPtr)
--------------------------------
at DynamicClass.(il2cpp -> managed) GetFieldSpriteMoveSecondsPerCell(il2cpp -> managed) GetFieldSpriteMoveSecondsPerCell(IntPtr, Single, Il2CppInterop.Runtime.Runtime.Il2CppMethodInfo*)
To reproduce : Move your character, that will call the method and crash.
Still exist to this day, can confirm from 6.0.0-be.725