beyond-all-reason / beyond-all-reason/RecoilEngine

Noautofire removes the ability to have any firestate other than fire at will

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#749 0 comments 0 reactions 0 assignees View on GitHub
Dominant language
C++
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Description

```
noAutoFire = true,
fireState = 0,
```

This will result in a unit that has no firestate button but is stuck on fire at will (firestate 0 should be hold fire). I would also argue that this name "noautofire" is quite bad as it's only a visual change and does not actually make the unit not automatically fire.

Here is an example def:
https://github.com/SplinterFaction/SplinterFaction/blob/master/Units-Configs-Basedefs/basedefs/Loz%20Alliance%20-%20Faction%202/lozcommander_basedef.lua#L47

I've temporarily added canManualFire so that at least it can use the d key to fire it's weapon. If you were to comment out that line you would get the behavior that I have described above.

Contributor guide

Open the contributing guide

Research direction

Start with the unit definition in Units-Configs-Basedefs/basedefs/Loz Alliance - Faction 2/lozcommander_basedef.lua and trace how noAutoFire, fireState, and canManualFire are handled. Done means noAutoFire no longer prevents selecting other fire states, and its behavior or name matches the intended automatic-fire semantics.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp, lua
Domain
game-dev
Issue type
Bug
Difficulty
3/5
Estimated time
1-2 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
45/100

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