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Merge branch 'development' into bugfix/Supportable-SupportOffsetReloading
2 parents def3f49 + d103320 commit f2f7ec5

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5 files changed

+8
-6
lines changed

5 files changed

+8
-6
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CHANGELOG.md

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -10,9 +10,11 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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1111
- Fixed Constructor auto-cancelling build mode if you actively selected the "Order Construction" pie menu option.
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13-
- Fixed issue where the off hand wouldn't default to the `IdleOffset` of it's arm when the current held device had `Supportable = 0`.
13+
- Fixed issue where the offhand wouldn't default to the `IdleOffset` of it's arm when the current held device had `Supportable = 0`.
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15-
- Fixed edge case where having a device with `UseSupportOffsetWhileReloading = 1` and `Supportable = 0/1` depending on if it was reloading or not would result in the gun not being held by the support hand when reloading.
15+
- Fixed edge case where having a device with `UseSupportOffsetWhileReloading = 1`, and `Supportable = 0/1` depending on if it was reloading or not, would result in the gun not being held by the support hand when reloading.
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- Fixed regression introduced in v6.2.0 preventing Massacre, One-Man Army, One-Man Army (Diggers Only), and Survival from spawning enemies at all.
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</details>
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Data/Base.rte/Activities/Massacre.lua

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -301,7 +301,7 @@ function Massacre:UpdateActivity()
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for player = Activity.PLAYER_1, Activity.MAXPLAYERCOUNT - 1 do
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if self:PlayerActive(player) and self:PlayerHuman(player) then
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local sceneChunk = SceneMan.SceneWidth / 3;
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local checkPos = self:GetPlayerBrain(i - 1).Pos.X + (SceneMan.SceneWidth/2) + ( (sceneChunk/2) - (math.random()*sceneChunk) );
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local checkPos = self:GetPlayerBrain(player).Pos.X + (SceneMan.SceneWidth/2) + ( (sceneChunk/2) - (math.random()*sceneChunk) );
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if checkPos > SceneMan.SceneWidth then
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checkPos = checkPos - SceneMan.SceneWidth;
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elseif checkPos < 0 then

Data/Base.rte/Activities/OneManArmy.lua

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -382,7 +382,7 @@ function OneManArmy:UpdateActivity()
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for player = Activity.PLAYER_1, Activity.MAXPLAYERCOUNT - 1 do
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if self:PlayerActive(player) and self:PlayerHuman(player) then
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local sceneChunk = SceneMan.SceneWidth * 0.3;
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local checkPos = self:GetPlayerBrain(i - 1).Pos.X + (SceneMan.SceneWidth * 0.5) + ((sceneChunk * 0.5) - (math.random() * sceneChunk));
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local checkPos = self:GetPlayerBrain(player).Pos.X + (SceneMan.SceneWidth * 0.5) + ((sceneChunk * 0.5) - (math.random() * sceneChunk));
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if checkPos > SceneMan.SceneWidth then
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checkPos = checkPos - SceneMan.SceneWidth;
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elseif checkPos < 0 then

Data/Base.rte/Activities/OneManArmyDiggers.lua

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -325,7 +325,7 @@ function OneManArmy:UpdateActivity()
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for player = Activity.PLAYER_1, Activity.MAXPLAYERCOUNT - 1 do
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if self:PlayerActive(player) and self:PlayerHuman(player) then
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local sceneChunk = SceneMan.SceneWidth / 3;
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local checkPos = self:GetPlayerBrain(i - 1).Pos.X + (SceneMan.SceneWidth/2) + ( (sceneChunk/2) - (math.random()*sceneChunk) );
328+
local checkPos = self:GetPlayerBrain(player).Pos.X + (SceneMan.SceneWidth/2) + ( (sceneChunk/2) - (math.random()*sceneChunk) );
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if checkPos > SceneMan.SceneWidth then
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checkPos = checkPos - SceneMan.SceneWidth;
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elseif checkPos < 0 then

Data/Base.rte/Activities/Survival.lua

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -279,7 +279,7 @@ function Survival:UpdateActivity()
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for player = Activity.PLAYER_1, Activity.MAXPLAYERCOUNT - 1 do
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if self:PlayerActive(player) and self:PlayerHuman(player) then
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local sceneChunk = SceneMan.SceneWidth / 3;
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local checkPos = self:GetPlayerBrain(i - 1).Pos.X + (SceneMan.SceneWidth/2) + ( (sceneChunk/2) - (math.random()*sceneChunk) );
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local checkPos = self:GetPlayerBrain(player).Pos.X + (SceneMan.SceneWidth/2) + ( (sceneChunk/2) - (math.random()*sceneChunk) );
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if checkPos > SceneMan.SceneWidth then
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checkPos = checkPos - SceneMan.SceneWidth;
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elseif checkPos < 0 then

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