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Repair - Skip destruction effects #8351

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merged 1 commit into from
Oct 5, 2021

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@LinkIsGrim LinkIsGrim commented Aug 5, 2021

_useEffects was probably inverted. Makes ERA/SLAT not explode when repairing unrelated hitpoints. See #7452.

When merged this pull request will:

  • Close ACE Logistics partial repair explodes ERA #7452.
  • Change fnc_setHitPointDamage default value for destruction effects to false.
  • Add _useEffects parameter to fnc_setDamage.
  • Prevent destruction effects from being played when doing partial repair on vehicles.

This was probably an oversight, given that previous description of _useEffects parameter said it skipped destruction effects rather than use them. See setDamage syntax.

_useEffects was probably inverted. Makes ERA/SLAT not explode when repairing unrelated hitpoints. See acemod#7452.
@jonpas jonpas added the kind/bug-fix Release Notes: **FIXED:** label Aug 5, 2021
@jonpas jonpas added this to the 3.14.0 milestone Aug 5, 2021
@LinkIsGrim LinkIsGrim changed the title Repair - Don't play destruction effects again when repairing vehicle Repair - Skip destruction effects Aug 6, 2021
@PabstMirror PabstMirror merged commit 5fbbb34 into acemod:master Oct 5, 2021
AndreasBrostrom pushed a commit to AndreasBrostrom/ACE3 that referenced this pull request Dec 3, 2021
_useEffects was probably inverted. Makes ERA/SLAT not explode when repairing unrelated hitpoints. See acemod#7452.
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ACE Logistics partial repair explodes ERA
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