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Repair - Add support for RHS optic hitpoints #8347
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Update fnc_addRepairActions to include hitpoints that influence turret view
This whole function is a nightmare but there's no better way to do this. Side effects may include unnecessary hitpoints being shown.
Side effects may include unnecessary hitpoints being shown when the vehicle is damaged through irregular means (basically anything using setDamage and affecting all hitpoints). This mostly manifests in the RHS M1126 having 7 commander periscope hitpoints, but at least they're all in the correct position, and those hitpoint don't seem to be damaged through regular gameplay. I'm not sure if there's any cleaner way to implement this. Making patches using config-based hitpoint groups would be ideal, but would be more work for the compats. Other option would be to lock these "weird" hitpoints behind a client setting that determines whether they're shown or not. |
Can you still override "repairable hitpoints" through the config API we have after this addition? |
Yes. |
Then this can be solved on a per-case basis and this PR can be merged. We already had the same "issue" with glass and certain special parts in the past. I don't think it matters if there are a few more shown, at the end it's part of gameplay to know what to repair so you are combat-effective as soon as possible. |
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seems to work well
it will always log these weird hitpoints, e.g.:
so if something does go wrong on a vic we should be able to tell from the logs |
* Potential fix for acemod#8304 Update fnc_addRepairActions to include hitpoints that influence turret view * Support for the RHS Stryker hitpoints This whole function is a nightmare but there's no better way to do this. Side effects may include unnecessary hitpoints being shown. * Style pass * whoops
When merged this pull request will:
I've not done extensive testing on this, but it does fix the issue for the Bradleys at least.