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FreddyEnemy Refix

Required fix for OrtonLongGaming's FreddyEnemy: restores compatibility and fixes the endless attack loop and repeat kills on revived players.

CHANGELOG

Changelog

1.0.1 - 2026-10-23

Fixed

  • Freddy no longer gets stuck in an endless attack loop after his instant kill. The previous HandleAttack replacement never cleared the state impulse and never started the 2-second attack timer, so the attack ran again every frame and Freddy never left the Attack state.
  • Revived players are no longer killed again by a previous attack. Damage was being re-applied every frame to the stored target, with no distance or alive check.
  • The attack animation trigger and its network RPC are no longer fired every frame.

Changed

  • CustomHandleAttack now mirrors the original logic: consume the impulse, deal damage once, wait 2 seconds, switch off the mouth light and go to Leave.
  • Damage is only dealt if the target exists, is not disabled and is within 8 m of Freddy. Otherwise Freddy skips the hit and goes to Leave.
  • Restored the FreddyZoomRPC call that was missing from the previous patch.
  • Private fields are now accessed through cached Harmony references instead of Traverse on every frame.
  • Added a hard dependency on OrtonLongGaming-FreddyEnemy so load order is guaranteed.
  • Package renamed to FreddyEnemy_Refix; BepInExPack dependency updated to 5.4.2305.
  • The transpilers now log a warning if they cannot find the call they need to replace.

Removed

  • The Unpatch block in Awake, which removed every Harmony patch on EnemyFreddy.Update and EnemyFreddyAnim.Update, including patches from other mods.

1.0.0 (upstream: erv-FreddyEnemy_Patch)

  • Original compatibility patch by erv: adapts the HurtOther and Sound.PlayLoop calls of FreddyEnemy to the current game version.