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Stopping a unit in a tunnel makes it emerge through the ground above it #15853

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pchote opened this Issue Nov 25, 2018 · 5 comments

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@pchote
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pchote commented Nov 25, 2018

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@matjaeck

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matjaeck commented Nov 25, 2018

Related: #13239 for the question if units in tunnels should accept orders.

@mazarf

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mazarf commented Dec 3, 2018

Is it the emerging that's the issue or is it just that we shouldn't be able to stop a unit in the middle of the tunnel?

@pchote

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pchote commented Dec 6, 2018

Emerging is the issue - this is a regression.

@MustaphaTR

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MustaphaTR commented Dec 6, 2018

This seems to effect high bridges too. Not tested in TS but seems to be case in RA2.

@mazarf

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mazarf commented Dec 8, 2018

I found that Move.Cancel was clearing the movement path for a unit after I issued a stop. Based on the discussion in #13239, this doesn't seem right. After adding a layer check for this line, the unit moved through the tunnel uninterrupted.

Move.cs:154-155

if (path != null && self.Location.Layer != CustomMovementLayerType.Tunnel)
	path.Clear();
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