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Move static LaunchProjectileCE to CE_Utility #3567

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merged 1 commit into from
Nov 26, 2024

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perkinslr
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Changes

The static method for launching CE-compatible projectiles is now included in the core assembly, instead of the vehicle assembly.

Reasoning

This allows mods and addons other that VF to use it.

Alternatives

Duplicate the functionality in each other instance where it's needed.

Testing

Check tests you have performed:

  • Compiles without warnings
  • Game runs without errors
  • (For compatibility patches) ...with and without patched mod loaded
  • Playtested a colony (specify how long)

@perkinslr perkinslr requested review from a team as code owners November 24, 2024 20:26
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-11999325158.zip

@github-actions github-actions bot added the Download in Comments This PR has a zipfile download available. label Nov 24, 2024
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@mszabo-wikia mszabo-wikia left a comment

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This looks like a step in the right direction. I was wondering if we should consider extracting the ballistics-related bits (ShiftTarget, ShiftVecReportFor, GetHighestCoverAndSmokeForTarget and co.) as well that are currently tied up in Verb_LaunchProjectileCEas a next step. Without these, anything that launches a projectile will exhibit confusing behavior outside of simple cases - the shot won't be impacted by sway/recoil stats, won't be affected by environmental conditions, and won't be adjusted for cover in between the shooter and the target.

If that seems like something we'd do at some point, maybe it'd be useful to move this into a new standalone class as a starting point?

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@N7Huntsman N7Huntsman left a comment

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No issues in my testing.

@N7Huntsman N7Huntsman merged commit 983bb6a into Development Nov 26, 2024
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@N7Huntsman N7Huntsman deleted the move-launchprojectilece branch November 26, 2024 01:23
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3 participants