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…hobos-developers#1552) `FreeUnit` uses the unit's own `SpeedType` to find the spawn location. The bug where naval ships as StartUnit might spawn on land has been fixed. When a building undeploy, it will normally use the target VehicleType's pathfinding method to decide whether it can move to the target cell. --------- Co-authored-by: 九千天华 <1065703286@qq.com>
Fix the bug that `IsAnimDelayedBurst` and `ZShapePointMove.OnBuildup` can only be used when own section name is the same as image section name.
MindControl.Anim has already been moved to a different location
…o weapon (Phobos-developers#1560) AFAIK, `Detach()` is only called inside `TemporalClass`. All external calls use `LetGo` (for most cases) or `JustLetGo` (when used for DestroyAll).
…to refineries with `WaterBound` (Phobos-developers#1539) - Fix an issue that harvesters with amphibious movement zone can not automatically return to refineries with `WaterBound` on water surface. Thx to @NetsuNegi . --------- Co-authored-by: Netsu_Negi <71598172+NetsuNegi@users.noreply.github.com> Co-authored-by: Coronia <2217891145@qq.com>
``/``, `/`, `` / `` Crit.* \n
- Units are now unable to kick out from a factory that is in construction process, and will not always stuck in the factory. If the unit is not able to kick out from the factory, the unit will be removed and the cost will be given back to its house. --------- Co-authored-by: 航味麻酱 <93972760+tarandahl@users.noreply.github.com>
…1551) Fix incompatiblity with CnCNet/yrpp-spawner#27 Co-authored-by: Trsdy <914137150@qq.com>
An extension to “AltNextScenario=” has been made so that it can now be started with any variable with the name “<Alternate Next Scenario>”, but of course the original hardcoding still works. --------- Co-authored-by: Coronia <2217891145@qq.com>
…opers#1502) Currently, many anims are setting their ownership with `pAnim->Owner=` method, which actually misses several check and set logic of Phobos (mostly related to create unit). This is another consistency fix to make all of these cases use the proper function to set anim's ownership.
- Fixed a crash caused by electric bolt not invalidating Owner, could be triggered by Tesla Tank firing in Opentopped transport (by NetsuNegi) - Fixed a jumpjet crash related to voxel shadow drawing: Phobos-developers#655 (by hejiajun107 & Xkein)
make EBolt fix more user-friendly correct the wrong version number in WhatsNew [zh-cn] update & fix some of WhatsNew content.
This changes unit's image if it's health is in ConditionYellow or ConditionRed [SOMEUNIT] ; UnitType Image.ConditionYellow= ; UnitType entry Image.ConditionRed= ; UnitType entry WaterImage.ConditionYellow= ; UnitType entry WaterImage.ConditionRed= ; UnitType entry --------- Co-authored-by: 绯红热茶 <335958461@qq.com> Co-authored-by: Coronia <2217891145@qq.com>
add ## Vehicles
Help TwinkleStar to upload these new features - It is now possible to set the initial amount of spawnees for a spawner, instead of always being filled. Won't work if it's larger than `SpawnsNumber`. In `rulesmd.ini`: ```ini [SOMETECHNO] ; TechnoType InitialSpawnsNumber= ; integer ``` - It is now possible to spawn multiple types of spawnees from a spawner with `Spawns.Queue`. The order of spawnees in this queue is the order of their respawn. - `Spawns` still needs to be set to enable the spawner logic and act as a default spawnee. - `SpawnsNumber` still needs to be set to determine the amount of spawnee slots. - If the length of the queue is longer than the spawner's `SpawnsNumber`, spawnee after this length will be omitted. If the length is shorter however, the rest of the positions will be filled by the spawnee defined by `Spawns`. Hence, it's recommended to make them the same. In `rulesmd.ini`: ```ini [SOMETECHNO] ; TechnoType Spawns.Queue= ; list of aircrafts in order ``` An example of `Spawns.Queue`: ```ini [SOMETECHNO] Spawns=AIRCRAFT1 SpawnsNumber=5 Spawns.Queue=AIRCRAFT1,AIRCRAFT2,AIRCRAFT1,AIRCRAFT2,AIRCRAFT3 ``` In this case, it'll be built with 5 spawnees in the order of AIRCRAFT1->AIRCRAFT2->AIRCRAFT1->AIRCRAFT2->AIRCRAFT3, and so will be its respawn order if multiple of them being destroyed Co-authored-by: MortonPL <Bartm12@wp.pl>
…ners / projs (Phobos-developers#1569) - Fixed a bug where the owner could not gain experience from the spawner after the owner cloaks
Overrides a part of the vanilla YR logic for allowing units to use a different weapon if the target is under EMP effect. In `rulesmd.ini`: [SOMETECHNO] ; TechnoType ForceWeapon.UnderEMP=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable --------- Co-authored-by: Coronia <2217891145@qq.com>
[Docs][zh-cn] update & fix
For example, *[CCS_qkl](https://bbs.ra2diy.com/home.php?mod=space&uid=20016&do=index)* Because Sphinx cannot properly handle the & symbol in Markdown syntax web links.
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This PR replaces reference<> and constant_ptr<> with normal references. Requires Phobos-developers/YRpp#27
Robot Storm X got deleted, link is invalid
…opers#1333) Buildings with foundation bigger than 1x1 can now recycle spawned correctly. And other enhancements. --------- Co-authored-by: 绯红热茶 <169989423+crimrecya@users.noreply.github.com> Co-authored-by: 绯红热茶 <335958461@qq.com> Co-authored-by: ZivDero <kirill.andriiashin@gmail.com> Co-authored-by: Coronia <2217891145@qq.com>
- fix another case of 004C2C19 crash - fix `Hospital=yes` building can't kick out infantry inside after loading - remove a wrong check for AE's CheckOnFirer, when there's no firer then it should just be nullptr and return - update docs
# Conflicts: # docs/New-or-Enhanced-Logics.md # docs/Whats-New.md
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