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[Ares Fix] 2 Bugfixes about spawn survivors #2020
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[Ares Fix] 2 Bugfixes about spawn survivors #2020
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Nightly build for this pull request:
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It's already implemented in https://github.com/Phobos-developers/Phobos/blob/develop/src/Utilities/AresAddressInit.cpp#L30 |
alright, but why disable it |
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I simply gave it a try, but it seems to be ineffective for the first bug. 🤔 |
There were issues that couldn't confirm if they were actually the repercussion of this or something else. If you're also sure it's safe, toggle the tweak before releasing a dev build. |
CrimRecya
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Looks good overall. I just have two small questions.
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| const auto occupied = pEjectee->IsCellOccupied(pCell, FacingType::None, -1, nullptr, true); | ||
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| if (occupied != Move::OK && occupied != Move::MovingBlock) |
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I don't quite understand why Move::MovingBlock is allowed. When another unit is entering this position, I think directly generating units on it will cause overlap.
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it it just copy from vanilla and ares's code
| const auto occupation = scat ? pCell->AltOccupationFlags : pCell->OccupationFlags; | ||
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| if (occupation & 0x1C) | ||
| pCell->ScatterContent(CoordStruct::Empty, true, true, scat); |
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As an aside: I'm not sure why only the occupation of infantry was assessed here although the same judgment is also made in Ares.
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the problem of "viehcle cannot spawn survivors" due to "suicide weapon" is unfixed yet. |
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