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Fix motion scanner for second player, synchronize motion-scanned enemy positions, and allow ALT soldier direction/motion scan viewing for off-turn player#8

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Fix motion scanner for second player, synchronize motion-scanned enemy positions, and allow ALT soldier direction/motion scan viewing for off-turn player#8
NonPolynomialTim wants to merge 1 commit into
xcomcoopdev:mainfrom
NonPolynomialTim:feature/coop-offturn-scanner-indicators

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ALT-held facing-direction arrows (and motion-scanner markers) were suppressed for the off-turn player: the per-unit draw in Map.cpp forced the ALT/CTRL modifier state to false whenever it was not the local player's turn. These are read-only observer visuals, so allow them during the off-turn view too.

Add a "motion_scan" TCP packet so that when one player's motion scanner detects a unit, the other player's map shows the same marker.

Fix motion points not syncing to the second player in a co-op turn: the "PlayerTurnYour" and "current_seed" receivers read motionpoints from the top-level JSON object instead of the per-unit element, so every unit was set to 0 motion points on turn handover, leaving the second player's motion scanner blind to enemies that moved.

…o-op

ALT-held facing-direction arrows (and motion-scanner markers) were
suppressed for the off-turn player: the per-unit draw in Map.cpp forced
the ALT/CTRL modifier state to false whenever it was not the local
player's turn. These are read-only observer visuals, so allow them
during the off-turn view too.

Add a "motion_scan" TCP packet so that when one player's motion scanner
detects a unit, the other player's map shows the same marker. The
scanned-turn flag was UI-only and never networked; the packet carries
the unit id and the scanning turn so vanilla marker semantics hold.

Fix motion points not syncing to the second player in a co-op turn: the
"PlayerTurnYour" and "current_seed" receivers read motionpoints from the
top-level JSON object instead of the per-unit element, so every unit was
set to 0 motion points on turn handover, leaving the second player's
motion scanner blind to enemies that moved.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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