Don't show replay overlay text when cinema mod is active#37092
Don't show replay overlay text when cinema mod is active#37092bdach merged 3 commits intoppy:masterfrom
Conversation
| if (Mods.Value.Any(m => m is ModCinema)) | ||
| return Empty(); |
There was a problem hiding this comment.
Really don't like this sort of code. For one thing, ModCinema did all of the hiding of everything itself before this, and this change creates yet another place you need to check to see what cinema does. For another, more subjective thing, this reminds me of haphazard ModManager checks in stable and how they not only absolutely stink code-quality wise, they also enable wacky implementation behaviours wherein two mods in combination do different things than one mod applied after another, and I will endlessly keep harping on about how I do not want to see that in the game ever again unless we are absolutely forced to do it.
Would much prefer this logic live in ModCinema with the rest of the hiding the mod is doing. Would suggest assigning result of CreateOverlayComponents() in Player to a field and hiding through that.
Closes #37030.