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commentary; adjusting the GOAM used to cause mines to explode in accordance with the change in field bitsize
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@ -56,7 +56,11 @@ class ShieldGeneratorControl(gen : ShieldGeneratorDeployable) extends Actor
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case _ => ;
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}
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/*
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while the shield generator is technically a supported jammable target, how that works is currently unknown
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electing to use a "status only, no sound" approach by overriding one with an empty function is not entirely arbitrary
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the superclass of "status" calls also sets the jammed object property
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*/
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override def StartJammeredSound(target : Any, dur : Int) : Unit = { }
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override def StartJammeredStatus(target : Any, dur : Int) : Unit = target match {
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@ -23,6 +23,7 @@ import shapeless.{::, HNil}
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* 15 - Displays "This facility's generator is under attack!"
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* 16 - Displays "Generator has Overloaded! Evacuate Generator Room Immediately!"
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* 17 - Displays "This facility's generator is back on line"
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* 19 - Cause mines to explode
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* 20 - Hit flinch? (orig, 82->80)
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* 21 - Reset build cooldown from using an ACE
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* 22 - ???? (Has been seen on vehicle pad objects, possibly some sort of reset flag after base faction flip / hack clear?)
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@ -1521,7 +1521,7 @@ class WorldSessionActor extends Actor
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sendResponse(ObjectDeleteMessage(guid, 0))
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case LocalResponse.Detonate(guid, obj : ExplosiveDeployable) =>
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sendResponse(GenericObjectActionMessage(guid, 76))
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sendResponse(GenericObjectActionMessage(guid, 19))
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sendResponse(PlanetsideAttributeMessage(guid, 29, 1))
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sendResponse(ObjectDeleteMessage(guid, 0))
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