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Revert "Issue #717 - allow disabling civilian pre-move yell"
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This reverts commit 36079b7.
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ps2guides committed Aug 28, 2023
1 parent 501ecaa commit c8b85d2
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Showing 3 changed files with 6 additions and 20 deletions.
5 changes: 0 additions & 5 deletions X2WOTCCommunityHighlander/Config/XComGame.ini
Original file line number Diff line number Diff line change
Expand Up @@ -268,8 +268,3 @@ bEnableVersionDisplay=true
;;; HL-Docs: ref:EuroDateOverride
; Uncomment the following line to set European date style for INT localization
; bForceEuroDateStrings = true

;;; HL-Docs: ref:CiviliansPreMoveYell
; Uncomment the following line to disable the civilian pre-move yell mechanic
; bDisableCivilianPreMoveYell = true

3 changes: 0 additions & 3 deletions X2WOTCCommunityHighlander/Src/XComGame/Classes/CHHelpers.uc
Original file line number Diff line number Diff line change
Expand Up @@ -245,9 +245,6 @@ var config float ProjectileParticleSystemExpirationDefaultOverride;
// Variable for Issue #817 - put the string here, as UIOptionsPCScreen is native and cannot have new variables.
var localized string m_strFramerateSmoothingDisabledReason;

// Variable added Issue #717 - allow disabling the civilian pre-move yell
var config bool bDisableCivilianPreMoveYell;

// Start Issue #885
enum EHLDelegateReturn
{
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Original file line number Diff line number Diff line change
Expand Up @@ -129,21 +129,15 @@ function BTRunCompletePreExecute()
super.BTRunCompletePreExecute();
if( !m_kPlayer.bCiviliansTargetedByAliens )
{

/// HL-Docs: feature:CiviliansPreMoveYell; issue:717; tags:tactical
/// Add config option to disable the civilian pre-move "Yell", useful for AI modification mods.
if (!class'CHHelpers'.default.bDisableCivilianPreMoveYell)
// Yell before moving.
YellAction = FindAbilityByName('Yell');
if( YellAction.AbilityObjectRef.ObjectID > 0 && YellAction.AvailableCode == 'AA_Success' )
{
// Yell before moving.
YellAction = FindAbilityByName('Yell');
if( YellAction.AbilityObjectRef.ObjectID > 0 && YellAction.AvailableCode == 'AA_Success' )
if( YellAction.AvailableTargets.Length == 0 )
{
if( YellAction.AvailableTargets.Length == 0 )
{
TargetIndex = INDEX_NONE;
}
class'XComGameStateContext_Ability'.static.ActivateAbility(YellAction, TargetIndex);
TargetIndex = INDEX_NONE;
}
class'XComGameStateContext_Ability'.static.ActivateAbility(YellAction, TargetIndex);
}
}
}
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