From 8eb046d467be91e2493a96146d094fa8aa7ddab5 Mon Sep 17 00:00:00 2001 From: Meridian Date: Mon, 1 Jan 2024 13:52:59 +0100 Subject: [PATCH] Ability to use wave UFO instead of spawnUFO for retaliation assault runs --- src/Savegame/AlienMission.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/Savegame/AlienMission.cpp b/src/Savegame/AlienMission.cpp index 9f9f9ba0ce..f2878cd325 100644 --- a/src/Savegame/AlienMission.cpp +++ b/src/Savegame/AlienMission.cpp @@ -526,7 +526,7 @@ Ufo *AlienMission::spawnUfo(SavedGame &game, const Mod &mod, const Globe &globe, if (xcombase) { // Spawn a battleship straight for the XCOM base. - const RuleUfo &battleshipRule = *mod.getUfo(_rule.getSpawnUfo(), true); + const RuleUfo &battleshipRule = _rule.getSpawnUfo().empty() ? *ufoRule : *mod.getUfo(_rule.getSpawnUfo(), true); const UfoTrajectory &assaultTrajectory = *mod.getUfoTrajectory(UfoTrajectory::RETALIATION_ASSAULT_RUN, true); Ufo *ufo = new Ufo(&battleshipRule, game.getId("STR_UFO_UNIQUE")); ufo->setMissionInfo(this, &assaultTrajectory);