Please complete the following questions!
Has this feature been suggested before?
no
Is your feature request related to a problem? Please describe.
I’ve been slowly developing “Hoop Flight,” and with the patch of clip.remove() “correctly” running the “unload” code when it is called, it presented a new bug in my game that depended on not calling “unload” when something was removed. I’ve tried a few things and it still didn’t work.
Describe the solution you’d like
What I’d like to suggest is a way to not run “unload” when clip.remove() is called. Something like "clip.remove({unload: bool}) where bool decides whether to run the unload code (true means run, false means don’t run).
Describe alternatives you’ve considered
I’ve tried using variables to not run unload when appropriate, and maybe my coding’s bad but it doesn’t work for me.
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Additional context
this abomination occurs when you die with rings on-screen and come back.