Fix the filtering mechanism of weapon range bonus effect in AE#2193
Fix the filtering mechanism of weapon range bonus effect in AE#2193DeathFishAtEase wants to merge 2 commits intoPhobos-developers:developfrom
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| // Specialization: use FindOrAllocate for weapon vectors, avoiding dependency on [WeaponTypes] registration |
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Why not for every abstracttype?
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Out of the principle of minimizing impact
Or rather, I'm not sure how large a scope it is safe to expand to, and if you think it would be better to do so, I'm afraid I would have to ask for your help.
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If you're gonna do this might as well do same for WarheadTypeClass, WW(P) used FindOrAllocate for single WH values pretty much everywhere. Strictly speaking wasn't a bug, more of a technical limitation that is even explicitly listed in docs for some things (may need to go over those now). |
Ah, initially it was a user who reported to me as a bug that those two INI flags were not working, so I also followed that description.
Specifically, what do you think should be done? |
Making sure that whatever you change the docs accurately reflect that. Check where WeaponTypes are parsed into vectors in codebase and check ifthe docs for the appropriate features mention this limitation that's now been lifted. |
Currently, aside from the two AE filter flags, there are only two that use This is why users consider it a bug that the two filter flags of AE cannot support weapons not listed in |
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To Chinese users:
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Fixed the bug where
WeaponRange.AllowWeaponsandWeaponRange.DisallowWeaponsonly support weapons listed in the[WeaponTypes]list