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Resupply should use DamageTypes. #17157

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GraionDilach opened this issue Sep 28, 2019 · 3 comments

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@GraionDilach
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commented Sep 28, 2019

An use-case/justification could be to simplify RV's parasite codebase, which has a hack applied alone to support Service Depots removing Terror Drones.

Note that this code should be merged into upstream for the middle term because the usecase exists for the Firestorm Limpet Drone as well (which just revealed shroud instead of actively damaging).

Another usecase/followup is that TS/RA2 flashed units when they are repaired.

@matjaeck

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commented Sep 28, 2019

Could this be utilized to teach resupply the difference between rearm and repair (#16712 (comment))?

@GraionDilach

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commented Sep 28, 2019

I fail to see how an effectively single-line change (basically adding a second repairsUnits.Info.DamageTypes field to the line below) has anything to do with what you are talking about.

self.InflictDamage(host.Actor, new Damage(-hpToRepair));

@matjaeck

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commented Sep 28, 2019

I haven't thought any further, thought the issues might be related - nvm then.

@abcdefg30 abcdefg30 added the Feature label Sep 28, 2019
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