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[New Feature] Add OmniFire to WeaponTypes. #550

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tomsons26 opened this issue Sep 14, 2021 · 0 comments · May be fixed by #600
Open

[New Feature] Add OmniFire to WeaponTypes. #550

tomsons26 opened this issue Sep 14, 2021 · 0 comments · May be fixed by #600
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new-feature New feature or request.

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@tomsons26
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tomsons26 commented Sep 14, 2021

Description:

OmniFire from RA2.

The unit firing this weapon does not have to turn to face its target before firing.

Possible Implementation:

Patch IsOmniFire check at 00656F99
Replace 0064E59C IsTurretEquipped case with something like

if ( Class->IsTurretEquipped ) {
    WeaponInfoStruct *W = Get_Primary_Weapon();
    if ( TechnoClass::Weapon_Valid(w) && !w->WeaponType->OmniFire ) {
        if ( w->__TurretLocked ) {//not sure what to do with, may be new in YR
            SecondaryFacing.Set_Desired(PrimaryFacing.Current());
        } else {
            SecondaryFacing.Set_Desired(dir);
        }
    }
}
@tomsons26 tomsons26 added the new-feature New feature or request. label Sep 14, 2021
@tomsons26 tomsons26 added this to the RA2/YR Features milestone Sep 14, 2021
@CCHyper CCHyper self-assigned this Sep 27, 2021
@CCHyper CCHyper changed the title [New Feature] Weapon OmniFire [New Feature] Add OmniFire to WeaponTypes. Sep 27, 2021
@CCHyper CCHyper linked a pull request Sep 30, 2021 that will close this issue
@CCHyper CCHyper moved this to In Progress in Vinifera - Initial Release Apr 8, 2022
@CCHyper CCHyper removed their assignment Oct 7, 2024
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Labels
new-feature New feature or request.
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