commentary; adjusting the GOAM used to cause mines to explode in accordance with the change in field bitsize

This commit is contained in:
FateJH 2020-01-01 22:41:43 -05:00
parent 50b0aa16af
commit 9d972351cf
3 changed files with 7 additions and 2 deletions

View file

@ -56,7 +56,11 @@ class ShieldGeneratorControl(gen : ShieldGeneratorDeployable) extends Actor
case _ => ;
}
/*
while the shield generator is technically a supported jammable target, how that works is currently unknown
electing to use a "status only, no sound" approach by overriding one with an empty function is not entirely arbitrary
the superclass of "status" calls also sets the jammed object property
*/
override def StartJammeredSound(target : Any, dur : Int) : Unit = { }
override def StartJammeredStatus(target : Any, dur : Int) : Unit = target match {

View file

@ -23,6 +23,7 @@ import shapeless.{::, HNil}
* 15 - Displays "This facility's generator is under attack!"
* 16 - Displays "Generator has Overloaded! Evacuate Generator Room Immediately!"
* 17 - Displays "This facility's generator is back on line"
* 19 - Cause mines to explode
* 20 - Hit flinch? (orig, 82->80)
* 21 - Reset build cooldown from using an ACE
* 22 - ???? (Has been seen on vehicle pad objects, possibly some sort of reset flag after base faction flip / hack clear?)

View file

@ -1521,7 +1521,7 @@ class WorldSessionActor extends Actor
sendResponse(ObjectDeleteMessage(guid, 0))
case LocalResponse.Detonate(guid, obj : ExplosiveDeployable) =>
sendResponse(GenericObjectActionMessage(guid, 76))
sendResponse(GenericObjectActionMessage(guid, 19))
sendResponse(PlanetsideAttributeMessage(guid, 29, 1))
sendResponse(ObjectDeleteMessage(guid, 0))