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AeonLucid avatar AeonLucid commented on May 22, 2024

This is kind of a global request. There are a lot of packets that modify game state.

from impostor.

danbudworthmead avatar danbudworthmead commented on May 22, 2024

This is kind of a global request. There are a lot of packets that modify game state.

I meant more like having a Game.SetGamrState(GameStates.Fimished) function.

"Finished" being when the victory screen comes up. I'm probably not using the correct terminology.

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AeonLucid avatar AeonLucid commented on May 22, 2024

But how do you propose the finished screen to show? There's not really a packet for it so we need to use hacky methods.

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danbudworthmead avatar danbudworthmead commented on May 22, 2024

But how do you propose the finished screen to show? There's not really a packet for it so we need to use hacky methods.

Does MessageFlags.EndGame not put all the clients into an end of game state?

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Alexejhero avatar Alexejhero commented on May 22, 2024

Does MessageFlags.EndGame not put all the clients into an end of game state?

Nope, as I described in my comment on #108:

This causes everyone but the host to stop receiving packets, and does not end the game as intended.

I do not think there is a way to achieve this without client-side mods, unless what you said actually works:

I currently achieve this by setting all clients to Impostor to end the round.

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Alexejhero avatar Alexejhero commented on May 22, 2024

Update: Sending an EndGame message could potentially work.

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stale avatar stale commented on May 22, 2024

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.

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