Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions CREDITS.md
Original file line number Diff line number Diff line change
Expand Up @@ -446,6 +446,7 @@ This page lists all the individual contributions to the project by their author.
- Fix the bug that hover vehicle will sink if destroyed on bridge
- Customize squid grapple animation
- Fix the bug that armor multiplier of new attacheffect will have extra take effect once if restricted warheads
- Fix the bug that units keep attacking ground after target wall has been destroyed by adjacent damage/crush/wave damage
- **Apollo** - Translucent SHP drawing patches
- **ststl**:
- Customizable `ShowTimer` priority of superweapons
Expand Down
1 change: 1 addition & 0 deletions docs/Fixed-or-Improved-Logics.md
Original file line number Diff line number Diff line change
Expand Up @@ -262,6 +262,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
- `DeployingAnim` using unit drawer now also tint accordingly with the unit.
- Fixed an issue that jumpjets in air can not correctly spawn missiles.
- Fixed an issue that the currently hovered planning node not update up-to-date, such as using hotkeys to select technos.
- Fixed the bug that units keep attacking ground after target wall has been destroyed by adjacent damage/crush/wave damage.

## Fixes / interactions with other extensions

Expand Down
1 change: 1 addition & 0 deletions docs/Whats-New.md
Original file line number Diff line number Diff line change
Expand Up @@ -469,6 +469,7 @@ Vanilla fixes:
- `DeployingAnim` using unit drawer now also tint accordingly with the unit (by Starkku)
- Jumpjets in air now can correctly spawn missiles (by TaranDahl)
- Fixed an issue that the currently hovered planning node not update up-to-date, such as using hotkeys to select technos (by CrimRecya)
- Fixed the bug that units keep attacking ground after target wall has been destroyed by adjacent damage/crush/wave damage (by NetsuNegi)

Phobos fixes:
- Fixed the bug that `AllowAirstrike=no` cannot completely prevent air strikes from being launched against it (by NetsuNegi)
Expand Down
7 changes: 6 additions & 1 deletion src/Ext/Cell/Hooks.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2,10 +2,15 @@

#include <Ext/Rules/Body.h>

DEFINE_HOOK(0x480EA8, CellClass_DamageWall_AdjacentWallDamage, 0x7)
DEFINE_HOOK(0x480EA8, CellClass_DamageWall_AdjacentWallDamage, 0x5)
{
enum{ SkipGameCode = 0x480EB4 };

GET(CellClass*, pThis, EAX);
pThis->DamageWall(RulesExt::Global()->AdjacentWallDamage);

if (pThis->OverlayTypeIndex == -1)
reinterpret_cast<void(__thiscall*)(AbstractClass*)>(0x70D4A0)(pThis);// pThis->BecomeUntargetable();

return SkipGameCode;
}
3 changes: 3 additions & 0 deletions src/Ext/Unit/Hooks.Crushing.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,9 @@ DEFINE_HOOK(0x73B05B, UnitClass_PerCellProcess_TiltWhenCrushes, 0x6)
{
enum { SkipGameCode = 0x73B074 };

GET(CellClass*, pCell, EDI);
reinterpret_cast<void(__thiscall*)(AbstractClass*)>(0x70D4A0)(pCell);// pCell->BecomeUntargetable();

GET(UnitClass*, pThis, EBP);

auto const pType = pThis->Type;
Expand Down
27 changes: 27 additions & 0 deletions src/Misc/Hooks.BugFixes.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2657,3 +2657,30 @@ DEFINE_HOOK(0x741A66, UnitClass_SetDestination_JJVehFix, 0x5)
}

#pragma endregion

DEFINE_HOOK(0x445B62, BuildingClass_Limbo_WallTower_AdjacentWallDamage, 0x5)
{
enum { SkipGameCode = 0x445B6E };

GET(CellClass*, pThis, EDI);
pThis->DamageWall(200);

if (pThis->OverlayTypeIndex == -1)
reinterpret_cast<void(__thiscall*)(AbstractClass*)>(0x70D4A0)(pThis);// pThis->BecomeUntargetable();

return SkipGameCode;
}

DEFINE_HOOK(0x75F474, WaveClass_DamageCell_Wall, 0x8)
{
enum { SkipGameCode = 0x75F47C };

GET(CellClass*, pCell, EDI);
GET(int, damage, ECX);
pCell->DamageWall(damage);

if (pCell->OverlayTypeIndex == -1)
reinterpret_cast<void(__thiscall*)(AbstractClass*)>(0x70D4A0)(pCell);// pCell->BecomeUntargetable();

return SkipGameCode;
}
Loading