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Extra range for chasing and pre-firing #2024
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Extra range for chasing and pre-firing #2024
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not sure if this is the proper solution to the mentioned problem. this sounds more like a new feature than a solution anyway. Maybe it's better to describe it as a series of |
@Coronia changed. |
- adjust ExtraRange checking to a less perf costy way - default ExtraRange.TargetMoving.CloseRangeOnly to false now that it's not a fix
Coronia
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tweaked the implementation a bit and now it should be mostly LGTM, but I'm not sure whether global tags are needed now that it becomes a feature instead of a fix. Maybe it's better to only let individual weapons able to define this like those target filter did
I think it's better to keep the global tags, because for those who want to use this feature in batches (like me), setting each type one by one requires a lot of work. I believe the global values are meant to save this effort. |


Extra range
ExtraRange.TargetMovinggrants the weapon extra range when the target is in a moving state.ExtraRange.TargetMoving.CloseRangeOnlyis used to restrict whether the global default value only applies to units withCloseRange=yes.ExtraRange.Prefiringgrants the weapon extra range when the firer is in a pre-firing state, including:FiringSyncFrame%d.IsAnimDelayedFire.FireUp.DelayedFire.ExtraRange.Prefiring.IncludeBurstis used to decide whether the execution of burst is considered as being in a pre-firing state.In
rulesmd.ini: