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Annotate auto assist in InitialAutoMode and SetAutoMode (#6218)
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lL1l1 authored May 30, 2024
1 parent 6625471 commit fb6fe4a
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Showing 12 changed files with 11 additions and 11 deletions.
1 change: 1 addition & 0 deletions changelog/snippets/other.6218.md
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- (#6218) Annotate auto-assist toggling in `InitialAutoMode` and `SetAutoMode`.
3 changes: 2 additions & 1 deletion engine/Core/Blueprints/UnitBlueprint.lua
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Expand Up @@ -141,7 +141,8 @@
---@field GuardReturnRadius number
--- guard range for the unit, automatically added if absent
---@field GuardScanRadius number
--- initial auto mode behaviour for the unit
--- initial toggle of automatic behaviors (silo building and auto-assist)
---@see SetAutoMode
---@field InitialAutoMode boolean
--- unit should unpack before firing weapon
---@field NeedUnpack boolean
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2 changes: 1 addition & 1 deletion engine/Sim/Unit.lua
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Expand Up @@ -479,7 +479,7 @@ end
function Unit:SetAccMult(accelMult)
end

--- sets silo auto-build mode
--- enable silo auto-build or unit auto-assist
---@param mode boolean
function Unit:SetAutoMode(mode)
end
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2 changes: 1 addition & 1 deletion engine/User.lua
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Expand Up @@ -1057,7 +1057,7 @@ end
function SetActiveBuildTemplate(template)
end

--- Set if anyone in the list is auto building
--- Set if anyone in the list is auto building or auto assisting
---@param units UserUnit[]
---@param mode boolean
function SetAutoMode(units, mode)
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2 changes: 1 addition & 1 deletion units/UAL0111/UAL0111_unit.bp
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@@ -1,6 +1,6 @@
UnitBlueprint{
Description = "<LOC ual0111_desc>Mobile Missile Launcher",
AI = { InitialAutoMode = true },
AI = { },
Audio = {
AmbientMove = Sound { Bank = 'UAL', Cue = 'UAL0111_Move_Loop', LodCutoff = 'UnitMove_LodCutoff' },
Destroyed = Sound { Bank = 'UALDestroy', Cue = 'UAL_Destroy_Land', LodCutoff = 'UnitMove_LodCutoff' },
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2 changes: 1 addition & 1 deletion units/UEA0001/UEA0001_unit.bp
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@@ -1,4 +1,5 @@
UnitBlueprint {
Description = '<LOC uea0001_desc>Engineering Drone',
AI = {
InitialAutoMode = true,
},
Expand Down Expand Up @@ -100,7 +101,6 @@ UnitBlueprint {
SubThreatLevel = 0,
SurfaceThreatLevel = 0,
},
Description = '<LOC uea0001_desc>Engineering Drone',
Display = {
Abilities = {
'<LOC ability_engineeringsuite>Engineering Suite',
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2 changes: 1 addition & 1 deletion units/UEA0003/UEA0003_unit.bp
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@@ -1,4 +1,5 @@
UnitBlueprint {
Description = '<LOC uea0003_desc>Engineering Drone',
AI = {
InitialAutoMode = true,
},
Expand Down Expand Up @@ -100,7 +101,6 @@ UnitBlueprint {
SubThreatLevel = 0,
SurfaceThreatLevel = 0,
},
Description = '<LOC uea0003_desc>Engineering Drone',
Display = {
Abilities = {
'<LOC ability_engineeringsuite>Engineering Suite',
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2 changes: 1 addition & 1 deletion units/UEL0111/UEL0111_unit.bp
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@@ -1,6 +1,6 @@
UnitBlueprint{
Description = "<LOC uel0111_desc>Mobile Missile Launcher",
AI = { InitialAutoMode = true },
AI = { },
Audio = {
AmbientMove = Sound { Bank = 'UEL', Cue = 'UEL0111_Move_Loop', LodCutoff = 'UnitMove_LodCutoff' },
Destroyed = Sound { Bank = 'UELDestroy', Cue = 'UEL_Destroy_Med_Land', LodCutoff = 'UnitMove_LodCutoff' },
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1 change: 0 additions & 1 deletion units/UES0202/UES0202_unit.bp
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Expand Up @@ -3,7 +3,6 @@ UnitBlueprint{
AI = {
AttackAngle = 90,
GuardReturnRadius = 30,
InitialAutoMode = true,
TargetBones = {
"UES0202",
"Back_Wake",
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1 change: 0 additions & 1 deletion units/URL0111/URL0111_unit.bp
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@@ -1,7 +1,6 @@
UnitBlueprint{
Description = "<LOC url0111_desc>Mobile Missile Launcher",
AI = {
InitialAutoMode = true,
TargetBones = { "Launcher" },
},
Audio = {
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2 changes: 1 addition & 1 deletion units/XEL0306/XEL0306_unit.bp
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@@ -1,6 +1,6 @@
UnitBlueprint{
Description = "<LOC xel0306_desc>Mobile Missile Platform",
AI = { InitialAutoMode = true },
AI = { },
Audio = {
AmbientMove = Sound { Bank = 'XEL', Cue = 'XEL0306_Move_Loop', LodCutoff = 'UnitMove_LodCutoff' },
Destroyed = Sound { Bank = 'UELDestroy', Cue = 'UEL_Destroy_Med_Land', LodCutoff = 'UnitMove_LodCutoff' },
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2 changes: 1 addition & 1 deletion units/XSL0111/XSL0111_unit.bp
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@@ -1,6 +1,6 @@
UnitBlueprint{
Description = "<LOC xsl0111_desc>Mobile Missile Launcher",
AI = { InitialAutoMode = true },
AI = { },
Audio = {
AmbientMove = Sound { Bank = 'XSL', Cue = 'XSL0111_Move_Loop', LodCutoff = 'UnitMove_LodCutoff' },
Destroyed = Sound { Bank = 'XSL_Destroy', Cue = 'XSL_Destroy_Land_Med', LodCutoff = 'UnitMove_LodCutoff' },
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