Integrate finite physical mortar assets and archive inventory regression

This commit is contained in:
2026-09-19 01:48:16 +02:00
parent 2550bc0423
commit 7a507a7371
28 changed files with 2484 additions and 16 deletions
@@ -4,8 +4,9 @@ modded class ERR_HQ
{
vector ERR_ProbeResponseOrigin()
{
if (m_Units.IsEmpty() || !m_Units[0].Group) return vector.Zero;
return m_Units[0].Group.GetOrigin() + "0 0 20";
foreach (ERR_HQUnit unit : m_Units)
if (!unit.ReservedForSupport && unit.Group) return unit.Group.GetOrigin() + "0 0 20";
return vector.Zero;
}
bool ERR_ProbeDeliveredResponse()
{
@@ -22,7 +23,7 @@ modded class ERR_HQ
if (!unit.Assignment || waypoints.Contains(unit.Waypoint)) return false;
waypoints.Insert(unit.Waypoint);
}
return m_Units.Count() == 3 && waypoints.Count() > 0 && Assigned() <= m_Mode.Settings().Get("supportSquadLimit");
return waypoints.Count() > 0 && Assigned() <= m_Mode.Settings().Get("supportSquadLimit");
}
string ERR_ProbePerception()
{
@@ -47,15 +48,17 @@ modded class ERR_HQ
}
bool ERR_ProbeSquadsReady()
{
if (m_Units.Count() != 3) return false;
int infantry;
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.ReservedForSupport) continue;
infantry++;
if (!unit.Group || ERR_HQRadio.Capability(unit.Radio) != 2) return false;
array<AIAgent> agents = {};
unit.Group.GetAgents(agents);
if (agents.Count() != 6) return false;
}
return true;
return infantry == 3;
}
}