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Merge pull request #67 from cortex-command-community/decision-day-init-dropships-fix
Fix Decision Day init dropships not gibbing and sticking around
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CHANGELOG.md

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@@ -18,6 +18,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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<details><summary><b>Fixed</b></summary>
2020

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- Fixed initial Decision Day dropships never exploding and sticking around.
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- Reverted a change to pathfinding, that although was technically accurate, caused issues with the AI being too eager to path up-and-over obstacles instead of through them. In the future this will likely be revisited when we get jump-aware pathfinding.
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</details>

Data/Missions.rte/Activities/DecisionDay.lua

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@@ -1243,6 +1243,9 @@ function DecisionDay:SpawnAndUpdateInitialDropShips()
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end
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else
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initialDropShipAndVelocity.dropShip.Vel.X = initialDropShipAndVelocity.velX;
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if initialDropShipAndVelocity.dropShip.TravelImpulse.Magnitude > 10 or initialDropShipAndVelocity.dropShip.Age > 100000 then
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initialDropShipAndVelocity.dropShip:GibThis();
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end
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end
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end
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end
@@ -2520,4 +2523,4 @@ function DecisionDay:CreateCrab(team, createTurret)
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actor.Team = team;
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actor.PlayerControllable = createTurret or self.humansAreControllingAlliedActors;
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return actor;
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end
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end

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