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Kerbal EVA death - #181

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Kerbal EVA death#181
ondra5555010-cmd wants to merge 2 commits into
GarwelGarwel:masterfrom
ondra5555010-cmd:master

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@ondra5555010-cmd

@ondra5555010-cmd ondra5555010-cmd commented Dec 23, 2025

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Updating the function for the EVA death. Beforehand, if the EVA kerbal was your active vessel, he would remain alive until you switched to a different vessel or entered one.

Currently he dies immidieatly, even when controlled. On the other hand, this does not work on unloaded Kerbals (Kerbals that are far too away from your active vessel). While they will be marked as dead for the purpose of the Kerbal Health, they wont properly die according to the game until players switches to them, or gets near with his active vessel. I do already have an idea how to solve that one, but I will commit that later.

Updating the function for the EVA death. Beforehand, if the EVA kerbal was your active vessel, he would remain alive until you switched to a different vessel or entered one.

Currenlty he dies immidieatly, even when controlled. On the other hand, this does not work on unloaded Kerbals (Kerbals that are far too away from your active vessel). While they will  be marked as dead for the purpose of the Kerbal Health, they wont properly die accoring game until players switches to them, or gets near with his active vessel.
I do already have an idea how to solve that one, but I will commit that later.
@ondra5555010-cmd

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Okay, my plan to handle unloaded Kerbals did not work, so this is the best I got

Fixing of deep cloning for the HealthEffect class. According this testing,this has lead the runaway compounding to dissapear.
@ondra5555010-cmd

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25.12
Second commit should fix the compounding issue.

@GarwelGarwel GarwelGarwel left a comment

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Sorry, it took me forever to get to this PR. Could you change the target branch to dev? It still has some useful but unapplied changes? Then I'd push them all at once.

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2 participants