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@Starkku Starkku commented Mar 26, 2025

  • Reverts the previous, partial or non-functional fixes for crash at 0x4C2C19.
  • Replaces the code for handling tracking of electric bolts and their owner technos to support multiple electric bolt instances per techno (vanilla tracks this with single pointer in UnitClass only). This tracking code also correctly works for units in limbo which should prevent the aforementioned crash from occuring at all.
  • This tracking is used to determine whether or not the electric bolt updates its source coordinate based on FLH on every frame, allowing it to follow techno's rotation, movement etc. By default this is only enabled for vehicles just as before but can be overridden per weapon by explicitly setting value for Bolt.FollowFLH. It now correctly takes burst into accord thanks to changes mentioned in previous point.

Fixes #1585

@Starkku Starkku changed the title Improvements to electric bolt tracking etc Fixes & improvements to electric bolt handling Mar 26, 2025
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@Coronia Coronia added ❓Phobos bug Something isn't working properly ❓Vanilla bug Vanilla game bugs that are requested to be fixed Needs testing ⚙️T1 T1 maintainer review is sufficient labels Mar 27, 2025
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Coronia commented Mar 27, 2025

worked properly in testing

@Coronia Coronia requested a review from CrimRecya March 27, 2025 06:15
@Starkku Starkku merged commit 5c73877 into Phobos-developers:develop Mar 28, 2025
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@Starkku Starkku deleted the feature/ebolts branch March 28, 2025 08:00
Coronia pushed a commit that referenced this pull request Mar 28, 2025
- Reverts the previous, partial or non-functional fixes for crash at
`0x4C2C19`.
- Replaces the code for handling tracking of electric bolts and their
owner technos to support multiple electric bolt instances per techno
(vanilla tracks this with single pointer in UnitClass only). This
tracking code also correctly works for units in limbo which should
prevent the aforementioned crash from occuring at all.
- This tracking is used to determine whether or not the electric bolt
updates its source coordinate based on FLH on every frame, allowing it
to follow techno's rotation, movement etc. By default this is only
enabled for vehicles just as before but can be overridden per weapon by
explicitly setting value for `Bolt.FollowFLH`. It now correctly takes
burst into accord thanks to changes mentioned in previous point.

Fixes #1585
Metadorius pushed a commit to Metadorius/Phobos that referenced this pull request Mar 30, 2025
- Reverts the previous, partial or non-functional fixes for crash at
`0x4C2C19`.
- Replaces the code for handling tracking of electric bolts and their
owner technos to support multiple electric bolt instances per techno
(vanilla tracks this with single pointer in UnitClass only). This
tracking code also correctly works for units in limbo which should
prevent the aforementioned crash from occuring at all.
- This tracking is used to determine whether or not the electric bolt
updates its source coordinate based on FLH on every frame, allowing it
to follow techno's rotation, movement etc. By default this is only
enabled for vehicles just as before but can be overridden per weapon by
explicitly setting value for `Bolt.FollowFLH`. It now correctly takes
burst into accord thanks to changes mentioned in previous point.

Fixes Phobos-developers#1585
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Fix and merge this ❓Phobos bug Something isn't working properly ⚙️T1 T1 maintainer review is sufficient Tested ❓Vanilla bug Vanilla game bugs that are requested to be fixed

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IsElectricBolt=true weapon with 2 burst cannont draw the first bolt correctly

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