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…into Mix-ECpack
…into Mix-ECpack
Improvements to sell-target selection: * Added a hook in `src/Misc/Hooks.BugFixes.cpp` (`ScrollClass_ChooseAction_SellWall`) to disallow the sell action on wall overlays if the mouse cursor is hovering over another object, ensuring the correct target is selected. * Added a hook in `src/Misc/Hooks.BugFixes.cpp` (`HouseClass_SellOverlay_ObjectCheck`) to prevent the sell action on wall overlays at the event/network level if there is another object present on the cell. Supporting changes: * Included the `EventClass.h` header in `src/Misc/Hooks.BugFixes.cpp` to support the new event-level sell overlay logic.
…nese maintainers The original instant messaging group is no longer the primary method due to the transformation of its functions, and the original donation link has been replaced because issues occurred time and again when jumping from ReadTheDocs.
- Change the EventClass hook to verify if object is actually sellable - Add changelog entry and reword the documentation - Add credits
…rrisonable buildings (Phobos-developers#2101) When an AI infantry unit is executing an attack or a hunt mission, it will automatically enter a garrisonable building. At the same time, AI units will automatically search for garrisonable buildings, thus achieving automatic garrisoning. Missing checks have been added to prevent AI infantry from attacking garrisonable buildings during other missions. --------- Co-authored-by: Coronia <2217891145@qq.com>
…rectly (Phobos-developers#2100) Which would prevent AttackMove from finishing.
EA C&C Modding Guidelines has moved. Updated the reference link in our project to the new URL.
- They now re-evaluate target immediately if current one becomes ungarrisonable
…huts - Tech building now only requires Capturable=true + NeedsEngineer=true and skips checking NeutralTechBuildings and other keys - Bridge repair huts no longer check Repairable and instead check if they are linked to broken bridges - Team leader guard area uses the getter function instead of reading GuardRange from type
- This behavior is designed to be toggleable by users. For now you can only do that externally via client or manually.. - 此行为旨在由用户切换。目前,您只能通过客户端或手动在外部执行此操作. In `ra2md.ini` ```ini [Phobos] TypeSelectUseIFVMode=true ; boolean ``` --------- Co-authored-by: Noble_Fish <1065703286@qq.com>
…g the next mission (Phobos-developers#2084) - Fixed the issue that the Jumpjet must end its movement before starting the next mission.
### Taunt warhead - Now you can use the following tags to make the warhead "taunt" the target, override its current mission, and force it to attack the source of the damage. - The taunted target will behaves like doing retaliation. - If there is no source unit for the damage, the taunt will not take effect. In `rulesmd.ini`: ```ini [SOMEWARHEAD] ; WarheadType Taunt=false ; boolean ```
…on't consider power enhancer (Phobos-developers#2120)
… amount (Phobos-developers#2069) <!-- Please manually add a label named [No Documentation Needed] if this change should not be mentioned in documentation, what's new and no credit needs to be given. If the changes are solely made to the documentation, please set the target branch to the pull request named "Weekly Regular Documentation Revisions", rather than the repository's existing branches. --> --------- Co-authored-by: Kerbiter <crabiter@vivaldi.net>
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