Skip to content

Commit

Permalink
Fixing bug report #4315 as per updated Errata for TO:AR for IR Sensor…
Browse files Browse the repository at this point in the history
…s. They can now detect all units.

Note: This does not implement the lack of detection for "activating" units as per scenario / TacOps: AR Transport Bays (Extended), as that would be a much larger scope to specify units which are/aren't "activated" (eg: Crewed/fully powered on) in the scenario. MM does not cover this kind of activation yet.
  • Loading branch information
TenkawaBC committed Nov 27, 2024
1 parent 61d2def commit 8b23f80
Showing 1 changed file with 5 additions and 4 deletions.
9 changes: 5 additions & 4 deletions megamek/src/megamek/common/Sensor.java
Original file line number Diff line number Diff line change
Expand Up @@ -489,10 +489,11 @@ public int entityAdjustments(int range, Entity target, Game game) {

// If you have infrared, then each increment of 5 heat will increase the range
if ((type == TYPE_MEK_IR) || (type == TYPE_VEE_IR)) {
// If the target isn't overheating then you can't detect it
if (target.heat < 1) {
return 0;
}

// Issue #4315, TO:AR errata changed this. As long as the unit is activated, it can be detected via IR.
// Removed check for heat 1 or higher.
// Note: This does not check if a unit is activating after a scenario begins.
// That is a much larger concern to do with Transport Bays (Extended), TO: AR P.185/186

range += target.heat / 5;

Expand Down

0 comments on commit 8b23f80

Please sign in to comment.