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Merge branch 'development' into macos-crosscompile
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.git-blame-ignore-revs

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f701bc23cfae7c1cafc48070d986ba16a5873416
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5efd90188ede818ed42fee06bb65f29cb892c54f
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b21b546e2dc9062b1918e7e01d517a537437bbc4
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d7fadcc33a4dc18c5bc214f4930011f073f1d8f5
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ed9fe94aca5e514a13e3c551e30af3862a31b0b5
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1578aaf760454156359e295bd8b498f744f3ecd7
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0d9d14f0e7a2a1326dd143652cbb74609966956f

.github/actions/bundle_release/action.yaml

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@@ -24,6 +24,7 @@ runs:
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- name: Compress Linux Release
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shell: bash
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run: |
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chmod +x "release/CortexCommand (Linux)/CortexCommand.AppImage"
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zip --must-match -j CortexCommand.linux.zip \
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"release/CortexCommand (Linux)/CortexCommand.AppImage" \
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external/lib/linux/x86_64/libfmod.so*
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name: 'Get Game version Version'
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description: 'Fetches the current game version from the source code'
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inputs:
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version-file:
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description: 'The file containing the version string'
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required: false
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default: Source/System/GameVersion.h
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outputs:
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game-version:
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description: 'The current version string'
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value: ${{ steps.read-version.outputs.game-version }}
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runs:
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using: "composite"
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steps:
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- name: Get the current Game Version from the source code
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id: read-version
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run: echo "game-version=$(grep 'c_VersionString = ' ${{ inputs.version-file }} | awk -F'"' '{print $2}')" >> $GITHUB_OUTPUT
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shell: bash

.github/workflows/release.yaml

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@@ -2,11 +2,6 @@ name: Master Build and Release
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# Controls when the action will run.
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on:
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workflow_dispatch:
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inputs:
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new_release_version:
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description: "New version number to release"
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type: string
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required: true
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concurrency:
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group: release-${{ github.ref_name }}
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uses: ./.github/workflows/meson.yml
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with:
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upload_artefacts: true
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new_release_version: ${{ github.event.inputs.new_release_version }}
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build-msbuild-releases:
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name: Windows Release Build
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uses: ./.github/workflows/msbuild.yml
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with:
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upload_artefacts: true
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new_release_version: ${{ github.event.inputs.new_release_version }}
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release:
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name: Publish Release
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- name: fetch tags
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run: git fetch --tags origin
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- name: Set Version
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if: ${{ github.event.inputs.new_release_version}}
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uses: ./.github/actions/set_version
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with:
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new_release_version: ${{ github.event.inputs.new_release_version}}
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- name: Get Release Version
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id: get-release-version
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uses: ./.github/actions/get-game-version
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- name: Bundle release assets
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uses: ./.github/actions/bundle_release
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- name: Create a new Release
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run: |
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gh release create v${{ github.event.inputs.new_release_version }} \
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--title "Release ${{ github.event.inputs.new_release_version }}" \
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gh release create v${{ steps.get-release-version.outputs.game-version }} \
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--title "Release v${{ steps.get-release-version.outputs.game-version }}" \
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--generate-notes \
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--draft \
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--target ${{ github.ref_name }} \
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${{format('--notes-start-tag {0}', env.LATEST_TAG) || ''}} \
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'CortexCommand.windows.zip#Cortex Command [v${{ github.event.inputs.new_release_version }}] (Windows Release)' \
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'CortexCommand.linux.zip#Cortex Command [v${{ github.event.inputs.new_release_version }}] (Linux Release)' \
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'CortexCommand.macos.zip#Cortex Command [v${{ github.event.inputs.new_release_version }}] (macOS Release)'
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'CortexCommand.windows.zip#Cortex Command [v${{ steps.get-release-version.outputs.game-version }}] (Windows Release)' \
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'CortexCommand.linux.zip#Cortex Command [v${{ steps.get-release-version.outputs.game-version }}] (Linux Release)' \
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'CortexCommand.macos.zip#Cortex Command [v${{ steps.get-release-version.outputs.game-version }}] (macOS Release)'
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env:
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GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
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- name: Commit and push Version Changes and Update latest tag
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shell: bash
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run: |
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git config --global user.email "[email protected]"
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git config --global user.name "GitHub Action"
76-
git add Source/System/GameVersion.h meson.build
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git commit -m "Release v${{ inputs.new_release_version }}" || echo "No changes to commit"
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git push
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RELEASE_COMMIT=$(git rev-parse HEAD)
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curl -X PATCH \
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-H "Authorization: Bearer ${{ secrets.WORKFLOW_TOKEN }}" \
@@ -86,5 +71,4 @@ jobs:
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"sha": "'"$RELEASE_COMMIT"'",
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"ref": "${{ github.ref }}"
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}'
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env:
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GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN}}
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CHANGELOG.md

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@@ -4,6 +4,30 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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<details><summary><b>Added</b></summary>
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</details>
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<details><summary><b>Changed</b></summary>
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- Nerfed the Coalition Grenade Launcher and the Devastator a tiny bit. They are still scary and the Devastator can still one-shot most things on a good hit, but they did not need to be that oppressive.
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</details>
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<details><summary><b>Fixed</b></summary>
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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>
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<details><summary><b>Removed</b></summary>
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</details>
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## [Release v6.0.0] - 2024/02/11
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<details><summary><b>Added</b></summary>
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[Release v2.0.0]: https://github.com/cortex-command-community/Cortex-Command-Community-Project-Data/releases/tag/v0.1.0-pre2
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[Release v3.0.0]: https://github.com/cortex-command-community/Cortex-Command-Community-Project-Source/releases/tag/v0.1.0-pre3.0
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[Release v4.0.0]: https://github.com/cortex-command-community/Cortex-Command-Community-Project-Source/releases/tag/v0.1.0-pre4.0
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[Release v5.0.0]: https://github.com/cortex-command-community/Cortex-Command-Community-Project-Source/releases/tag/v0.1.0-pre5.0
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[Release v5.0.0]: https://github.com/cortex-command-community/Cortex-Command-Community-Project-Source/releases/tag/v0.1.0-pre5.2
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[Release v6.0.0]: https://github.com/cortex-command-community/Cortex-Command-Community-Project/releases/tag/v6.0.0
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[Unreleased]: https://github.com/cortex-command-community/Cortex-Command-Community-Project-Source/compare/master...cortex-command-community:development

Data/Base.rte/AI/RocketAI.lua

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@@ -206,8 +206,12 @@ function ThreadedUpdateAI(self)
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self.burstUp = nil;
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self.Ctrl:SetState(Controller.MOVE_UP, true); -- Don't burst when returning to orbit
208208
else
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if change < -3 and not self.burstUp then
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if change < -2.2 and not self.burstUp then
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self.burstUp = math.max(9 - change, 2); -- Wait n frames until next burst (lower -> better control)
211+
if change < -6 then
212+
self.Ctrl:SetState(Controller.MOVE_UP, true);
213+
self.burstUp = nil;
214+
end
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elseif change > 20 then
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self.burstUp = nil;
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self.Ctrl:SetState(Controller.MOVE_DOWN, true);
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275279
self.burstUp = self.burstUp - SettingsMan.AIUpdateInterval;
276280
if self.burstUp < 0 then
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self.Ctrl:SetState(Controller.MOVE_UP, true);
278-
if self.burstUp < -16 then
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if self.burstUp < -8 then
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self.burstUp = nil;
280284
end
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end

Data/Base.rte/Activities/Utility/LandingZoneMap.lua

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Vector(LZ.X, LZ.Y), Destination, false, digStrenght, team);
497497
end
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499-
while pathRequestsCompleted ~= #GoodLZs do
499+
while pathRequestsCompleted < #GoodLZs do
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coroutine.yield(); -- wait until all paths are complete
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end
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Data/Base.rte/GUIs/ScenarioGUI.ini

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Enabled = True
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Name = ComboBoxActivitySelect
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Anchor = Left, Top
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DropHeight = 306
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DropHeight = 288
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DropDownStyle = DropDownList
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///////////////////////////////////////////////////////////////////////

Data/Browncoats.rte/Devices/Shields/Eruptor/Eruptor.lua

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self.equippedInMainHand = false;
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self:SetOneHanded(true);
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local rootParent = self:GetRootParent();
24-
if IsAHuman(rootParent) then
25-
if ToAHuman(rootParent).EquippedItem.UniqueID == self.UniqueID then
26-
ToAHuman(rootParent):UnequipBGArm();
27-
self.equippedInMainHand = true;
28-
self:SetOneHanded(false);
29-
end
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if IsAHuman(rootParent) and ToAHuman(rootParent).EquippedItem and ToAHuman(rootParent).EquippedItem.UniqueID == self.UniqueID then
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ToAHuman(rootParent):UnequipBGArm();
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self.equippedInMainHand = true;
27+
self:SetOneHanded(false);
3028
end
3129
end
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3634
self.Bashing = false;
3735
self.bashActive = false;
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self.HitsMOs = false local rootParent = self:GetRootParent();
39-
if IsAHuman(rootParent) then
40-
if ToAHuman(rootParent).EquippedItem.UniqueID == self.UniqueID then
41-
ToAHuman(rootParent):UnequipBGArm();
42-
self.equippedInMainHand = true;
43-
self:SetOneHanded(false);
44-
end
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if IsAHuman(rootParent) and ToAHuman(rootParent).EquippedItem and ToAHuman(rootParent).EquippedItem.UniqueID == self.UniqueID then
38+
ToAHuman(rootParent):UnequipBGArm();
39+
self.equippedInMainHand = true;
40+
self:SetOneHanded(false);
4541
end
4642
end
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104100
if not self.bashActive then
105101
self.bashActive = true;
106102
end
103+
107104
self.StanceOffset = self.bashActiveStanceOffset;
108105
self.SharpStanceOffset = self.bashActiveStanceOffset;
109106
end
@@ -146,6 +143,5 @@ function SyncedUpdate(self)
146143
end
147144
end
148145
end
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150146
end
151147
end

Data/Coalition.rte/Devices/Weapons/GrenadeLauncher/GrenadeLauncher.ini

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AddGib = Gib
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GibParticle = MOSParticle
8888
CopyOf = Grenade Smoke 2
89-
Count = 18
89+
Count = 9
9090
MaxVelocity = 50
9191
MinVelocity = 25
9292
LifeVariation = 0.50
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InheritsVel = 0
9494
AddGib = Gib
9595
GibParticle = MOPixel
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CopyOf = Grenade Fragment Gray
97-
Count = 18
97+
Count = 9
9898
MaxVelocity = 80
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MinVelocity = 40
100100
InheritsVel = 0
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115115
AddGib = Gib
116116
GibParticle = MOPixel
117117
CopyOf = Particle Very Heavy Digger Damage
118-
Count = 25
118+
Count = 5
119119
MaxVelocity = 50
120120
MinVelocity = 25
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InheritsVel = 0

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