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bugfix(specialpower): Fix Special Power ready state during construction #1461
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shouldn't this be
m_availableOnFrame = TheGameLogic->getFrame();?Uh oh!
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It has been a long time and I do not remember if this was intentional. I tend to believe it was intentionally 0. We can try
TheGameLogic->getFrame()and see if that works.There was a problem hiding this comment.
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using zero or the current frame at this point should work either way, when
initis called it will callinitCountdown();which will set m_availableOnFrame into the future where it needs to be for the countdown to work.There was a problem hiding this comment.
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The main thing to prevent the bugged behaviour is making sure that the m_availableOnFrame is set into the far future while a building is still under construciton or a unit is not ready yet etc.
This then prevents the exploit that can crash the game.
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Would it not be enough to just return false with
initiateIntentToDoSpecialPower?