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Optimization #35
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Optimization #35
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…t. (Phobos-developers#1454) `Flamer? -> `Flamer` A very minor error that affects users' reading and comprehension. It made me wait for two months without seeing anyone fix it. So, I decided to take care of it myself. That's all.
Warhead is fully detonated needs ReflectDamage.Warhead.Detonate
Co-authored-by: Aephiex<[email protected]>
If you don't know it yet: Phobos has an active Chinese tester group which helps with new function testing and crash/desync hunting. Now that 0.4 is on the pipeline, I'd like to credit these players for assisting Phobos development
…-developers#1283) [Ares](Ares-Developers/Ares@1b8b66f) marked its initialpayload already created for units spawned by trigger actions because of the mutex.
…opers#1366) - Now, when a `stop` command (S) is issued to an aircraft, the aircraft will immediately return to the airport. When a `guard` command (G) is issued, the aircraft will search for targets around the current location and return immediately when target is not found, target is destroyed or ammos are depleted (Note that if the target is destroyed but ammos are not depleted yet, it will also return because the aircraft's command is one-time). When a `attack move` command (Ctrl+Shift) is issued, the aircraft will move towards the destination and search for nearby targets on the route for attack. Once ammos are depleted or the destination is reached, it will return (Note that if the automatically selected target is destroyed but ammos are not depleted yet during the process, the aircraft will continue to go to the destination). In `rulesmd.ini`: ```ini [General] ExpandAircraftMission= ; boolean ``` --------- Co-authored-by: Metadorius <[email protected]>
…elopers#1489) As the title says, a vanilla fix.
Fix the problem caused by the incorrect return address of the hook in b37 repair. Skipping repeated check. And avoiding RE caused by uninitialized different data in EBX of different players.
…developers#1484) 1. Fix aircrafts planning waypoint problem - At the end of each task, all units with planning waypoints will generate an mega event to the next planning waypoint and respond after 1 frame. This is really no problem for most units, but for aircrafts, they will always return to the airport after each task. So they will try to return to the airport in the frame before it respond to event. There will be looked like a "shaking", if the `Speed` and `ROT` of the aircraft are fast. To solve this problem, I check the waypoints of aircrafts and let them wait before returning. 2. Fix a vanilla issue - Now aircrafts can fly towards the water surface normally. --------- Co-authored-by: Kerbiter <[email protected]>
Phobos-developers#1487) - Now the team members use the 2D distance instead of the 3D distance to judge whether to reach the mission destination, so as to prevent the problem that the mission is stuck and cannot continue in some cases (such as when the jumpjet stops on the building). --------- Co-authored-by: Kerbiter <[email protected]>
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