Tags: cseelhoff/CombatExtended
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Merge branch 'Development' of https://github.com/CombatExtended-Conti… …nued/CombatExtended into Development
Merge pull request CombatExtended-Continued#119 from CombatExtended-C… …ontinued/Development Update Master from Dev, because I AM the Senate.
Update master from development (CombatExtended-Continued#45) * Remove RocketFrag and GrenadeFrag. * Update CombatExtended.dll * Add ammo to death acidifier mercs. * Remove transpiler for displaying wind direction alert. Changes to a Postfix on DoDate(), similarly to FoodAlert. - Also fixes totally unplayable misalignment of label * Introduce constant for the magic number Also introduce local for the xOffset from the original method. * Update About.xml * Refactors and preparations - Introduce CELogger class to log extra stuff in dev mode. -- It is recommended to use this class instead of RimWorld's own Log class. - Introduce the JobGiverUtils_Reload class -- Holds interesting job creation and ammo lookup logic. - Various small refactors * Refactor WorkGiver_ReloadTurret to use the new utility class - Small refactors in CompAmmoUser and JobDriver_ReloadTurret. * Destroy the GenClosestAmmo class - Mechanoids now reload turrets with the JobGiver_DefenderReloadTurret thinknode, patched into the Defend DutyDef. - Turrets now only order reloads directly for manned pawns (i.e. mortars) * Fix bug where reload job would grab too much ammo - Ask for number of rounds missing to full, or the number of rounds in the found stack. Whichever is smaller. * Disable debug mode. * Fix null reference error in TryOrderReload. Will now toss a more meaningful error when MakeReloadJob is called without checking for CanReload first. * Prevent inventory equip action from bypassing biocoding restrictions * Loadout job no longer picks up biocoded items the pawn can't use * Prevent teetotaler pawns from consuming drugs via inventory * Add firefoam research prereq to firefoam stuff * Fix bug where melee damage would be reported twice. * Fix bug where the code would assume EqiupmentSource. If there is no EquipmentSource, assume 100% sights efficiency, no gains, no penalties. * Optional chaining for the win. * More nullchecks * Restore sellable mechanoid ammo * Compile DLL * Reduce mech ammo cost, remove projectile class * Comment out mech sappers. * Increased grenade launcher reload time. Co-authored-by: Andross <[email protected]> Co-authored-by: zhrocks11 <[email protected]> Co-authored-by: Madara Uchiha <[email protected]> Co-authored-by: LockdownX7 <[email protected]>
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