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bugfix(object): Preserve max-health upgrade order #3285
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -81,13 +81,17 @@ void MaxHealthUpgrade::upgradeImplementation() | |
| { | ||
| const MaxHealthUpgradeModuleData *data = getMaxHealthUpgradeModuleData(); | ||
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| //Simply add the xp scalar to the xp tracker! | ||
| Object *obj = getObject(); | ||
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| BodyModuleInterface *body = obj->getBodyModule(); | ||
| if( body ) | ||
| { | ||
| #if RETAIL_COMPATIBLE_CRC | ||
| body->setMaxHealth( body->getMaxHealth() + data->m_addMaxHealth, data->m_maxHealthChangeType ); | ||
| #else | ||
| Real maxHealth = body->getMaxHealth() + data->m_addMaxHealth * obj->getMaxHealthUpgradeScale(); | ||
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tintinhamans marked this conversation as resolved.
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| body->setMaxHealth( maxHealth, data->m_maxHealthChangeType ); | ||
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Comment on lines
+92
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+93
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 2. New veterans receive too much health MaxHealthUpgrade::upgradeImplementation uses the tracker's new veterancy bonus even when Object::onVeterancyLevelChanged runs upgrade modules before the body applies the old-to-new health multiplier. If a player health upgrade is already completed when a unit is created with production veterancy, or the module is triggered by promotion, the addition is multiplied at lines 92-93 and again by ActiveBody::onVeterancyLevelChanged, so a +100 elite upgrade at 1.3× contributes 169 health instead of 130 in both games. Agent Prompt
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| #endif | ||
| } | ||
| } | ||
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RETAIL_COMPATIBLE_CRCdefaults to1, so normal builds take this branch and keep adding the rawAddMaxHealthvalue. The new veterancy scaling runs only when that macro is explicitly disabled. As a result, applying veterancy before the armor upgrade still produces 750 health instead of 780 in default builds. The Zero Hour implementation has the same guard and behavior.Prompt To Fix With AI
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This is by design, this fix is not compatible with non-retail builds.
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Understood—thanks for clarifying. Since this fix is intentionally limited to non-retail builds, the
RETAIL_COMPATIBLE_CRCguard is by design and my finding does not apply. I'll withdraw the comment.