Fix of the legless cyborgs when leave transports#567
Fix of the legless cyborgs when leave transports#567FS-21 wants to merge 61 commits intoPhobos-developers:developfrom
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and a new tag for enabling the old behavior, ideal for repair vehicles.
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Nightly build for this pull request:
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Omitted CanRepairCyborgLegs= tag from transport and cyborg legs were not reattached (1st image) Added CanRepairCyborgLegs=true tag to transport and cyborg legs were reattached (2nd image) Interestingly damaged spark anims of cyborg constantly play, even if inside a transport. |
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Looks related to OpenTopped logic because standard transports doesn't show sparks. BUT from what I discovered in vanilla YR tests that "bug" is part of vanilla YR, not caused by this feature so we can consider that this " just works". |
…low-legless-repair-in-transports
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This no longer requires testing as the sparking in transport due to opentopped is expected? I see some errors with merging? |
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Works. 1 [General] globally enable or disable the repair of cyborgs inside the transport (default - repair works) 2 [InfantryType] (cyborg=yes) add a pair of keys that prohibit or allow the cyborg to be repaired inside any vehicle (default - repairable) 3 [VehicleType] add a key to a unit that can repair a cyborg/cyborgs (you can try adding an enumeration). in this case, this priority will be higher than priority 2. |
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@FS-21 A friendly reminder to fix the issues. |
I am not sure I understand what is he issue. All of those are TechnoClasses, so it should be irrelevant whether it enters a tunnel, a transport or whatever. You always have a TechnoTypeClass. |
I think you missed the point here: Transports & structures decide if legless cyborgs should be repairable if they enter, not vice-versa. |
Yeah but your hook in |
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Any further input @FS-21? Or maybe someone else could also verify, I am pretty sure there's too much unnecessary code here. |
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Due to the age of the PR, what happens here? just curiosity because no news here since last suggested change :-D |
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All the same, I've looked at the code and suspect that if you only leave Limbo hook -- it will work just fine. |
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Necessary, that limbo call doesn't have data of the bunkers or Ares tunnels. Case 1:
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…low-legless-repair-in-transports
…ransports # Conflicts: # CREDITS.md # docs/Whats-New.md # src/Ext/TechnoType/Body.h
And a new tag for enabling the old behavior, ideal for repair vehicles.
In the vanilla YR game legless Cyborgs recover legs when leave transports.
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