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Fixed a couple occurances of the term "CreateACDropship" in Lua, which doesn't exist as classname creation functions are pasted from the classname, which is capital S "ACDropShip". Also fixed the same typo in the changelog, and mentioned this fix in the changelog.
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CHANGELOG.md

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@@ -14,7 +14,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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Actors are now more capable and responsive when digging. They will dig to their target if they cannot reach it with their jetpack (for example if there is a long vertical shaft in the route they cannot get up), and they preferentially avoid rocks, metal and other hard substances by digging around them. Actors also dig faster and spend less time idle.
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In the `CalculatePath` and `CalculatePathAsync` functions, the parameter `movePathToGround` has been replaced with `jumpHeight`, which is the height in metres the pathfind can jump vertically.
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New `Actor` Lua property `JumpHeight` (R) to estimate the jump height of the actor (in metres), based on the actor's jetpack and weight. Actors without a jetpack return 0.
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The new function `GetPathFindingFlyingJumpHeight()` can be used to get a jumpHeight that allows flying (i.e infinite jump height). This is also the value that `ACRocket`s and `ACDropships` return for `JumpHeight`.
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The new function `GetPathFindingFlyingJumpHeight()` can be used to get a jumpHeight that allows flying (i.e infinite jump height). This is also the value that `ACRocket`s and `ACDropShip`s return for `JumpHeight`.
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- Improved locomotion.
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Added the ability to run. When running, you cannot sharpaim whatsoever.
@@ -189,6 +189,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- Fixed issue where scripts applied to `MovableObject`s could become disordered in certain circumstances.
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- Fixed a minor inconsistency where `ACDropShip`s were frequently referred to as `ACDropship`s in Lua, the lower case 's' invalidating keywords where the typo occured.
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</details>
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<details><summary><b>Removed</b></summary>

Data/Missions.rte/Activities/Maginot.lua

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@@ -330,7 +330,7 @@ function MaginotMission:UpdateAttackerSpawns()
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if self.currentFightStage >= self.fightStage.defendLeft then
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local attackerCraft = RandomACDropShip("Craft", self.attackerTech);
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if not attackerCraft then
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attackerCraft = CreateACDropship("Dropship MK1", "Base.rte");
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attackerCraft = CreateACDropShip("Dropship MK1", "Base.rte");
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end
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if attackerCraft then

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