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Uncloaking based on unit HP is hard coded #12741
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UncloakType.Damage seems ambiguous to me. If it is supposed to reveal a clocked unit when the unit has been hit by something, then a better name would be OnHit or OnDamage. In this case, damageDisabled is hard coded. On the other hand, if it was supposed to mean damage state, then || operator should become &&, and the could be renamed to CriticalDamageState. |
The |
Sounds like an easy fix. I'll branch from bleed and submit a PR when done. Both Cloak.cs and YAML files. |
To unhard code uncloak behavior getting disabled by the unit's critical HP.
To unhard code uncloak behavior getting disabled by the unit's critical HP.
Unhardcode disableCloak on critical HP (#12741)
PR #12759 accepted, closing. |
Note that you can make GitHub close issues automatically by putting e.g. "Fixes #12741" in a PR description. |
Hi, I'm trying to make ants keep burrowed to the ground even when the ant is in critical damage state. It seems the related code is hardcoded.
OpenRA/OpenRA.Mods.Common/Traits/Cloak.cs
Line 106 in 285e9a8
No SC1 Dark Templars for OpenRA :(
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