Improvements to stationary unit logic#2094
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Starkku wants to merge 2 commits intoPhobos-developers:developfrom
Open
Improvements to stationary unit logic#2094Starkku wants to merge 2 commits intoPhobos-developers:developfrom
Starkku wants to merge 2 commits intoPhobos-developers:developfrom
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TaranDahl
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Feb 9, 2026
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object info dump showed that these stationary units will sometime enter 'Move' mission for a short moment, then switch back to 'Guard' quickly without actually moving. Not sure if it's a desired behavior |
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- Move ApproachTarget hooks to FootClass and make use of existing weapon range check results - Unify locomotor behaviour - prevent locomotor processing on AssignDestination if immobilized - Moved checking speed multipliers for zero speed to per frame processing due to necessity apply behaviour on all locomotors now - Make TurretResponse code easier to read
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Speed=0to work on InfantryTypes.Stationary units
Speed=0or those that are prevented from moving on their cell byMovementRestrictedToare now truly stationary will not attempt to move if issued movement commands. Should not be used on trainable/buildable units as they become stuck in factory. Following behaviours apply:Area Guardmission.Huntmission is reassigned toGuard.