ParaDrop in Water.

Registered by Gluk-v48

ParaDrop in Water.
In ParaDrop, I was missing a one opportunity. Landing on water. This is because the code is hosted on line 184 in file ParaDrop.cpp.

                // find the nearest cell the paradrop troopers can land on
                if(pTarget != MapClass::InvalidCell()) {
                        if(pTarget->Tile_Is_Water()) {
                                int a2 = 0;
                                int a14 = 0;
                                CellStruct *nearest = MapClass::Instance->Pathfinding_Find(&a2, pCoords, 0, -1, 0, 0, 1, 1, 0, 0, 0, 1, &a14, 0, 0);
                                if(*nearest != SuperClass::DefaultCoords) {
                                        if(CellClass *pTemp = MapClass::Instance->GetCellAt(nearest)) {
                                                if(pTemp != MapClass::InvalidCell()) {
                                                        if(!pTemp->Tile_Is_Water()) {
                                                                pTarget = pTemp;
                                                        }
                                                }
                                        }
                                }
                        }
                }

I would like to add an option that would have missed the performance of this part of the code. For example: %s.Water=(bool).

Example INI coding:

Type=ParaDrop
ParaDrop.Count=2

ParaDrop.Types=GHOST
ParaDrop.Num=5
ParaDrop.Water=yes

ParaDrop.Plane2.Types=GGI
ParaDrop.Plane2.Num=6

It will turn out that the first plane brings 5 GHOST (including water), the second 6 GGI (only on the ground).

It is also useful for Parabombs.

Blueprint information

Status:
Not started
Approver:
None
Priority:
Undefined
Drafter:
None
Direction:
Needs approval
Assignee:
None
Definition:
New
Series goal:
None
Implementation:
Unknown
Milestone target:
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I need this feauture for my mod for Yuri's Naval Paradrop that drops 2 gattling boat. -MustaphaTR

(?)

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