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Fixed an issue that the jumpjet vehicles cannot stop correctly after going berserk (#1865)
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CREDITS.md

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@@ -619,6 +619,7 @@ This page lists all the individual contributions to the project by their author.
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- Fix an issue that jumpjet infantries stop incorrectly when assigned a target out of range
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- Fix an issue that jumpjet infantries' shadow is always drawn even if they are cloaked
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- Fix an issue that technos head to building's dock even they are not going to dock
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- Fix an issue that the jumpjet vehicles cannot stop correctly after going berserk
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- **solar-III (凤九歌)**
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- Target scanning delay customization (documentation)
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- Skip target scanning function calling for unarmed technos (documentation)

docs/Fixed-or-Improved-Logics.md

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@@ -294,6 +294,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Fixed an issue that jumpjet infantries stop incorrectly when assigned a target out of range.
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- Fixed an issue that jumpjet infantries' shadow is always drawn even if they are cloaked.
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- Fixed an issue that technos head to building's dock even they are not going to dock.
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- Fixed an issue that the jumpjet vehicles cannot stop correctly after going berserk.
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```{note}
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The described behavior is a replica of and is compliant with XNA CnCNet Client's multiplayer save game support.

docs/Whats-New.md

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@@ -475,6 +475,7 @@ Vanilla fixes:
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- Fixed an issue that the currently hovered planning node not update up-to-date, such as using hotkeys to select technos (by CrimRecya)
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- Fixed an issue that jumpjet infantries' shadow is always drawn even if they are cloaked (by TaranDahl)
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- Fixed an issue that technos head to building's dock even they are not going to dock (by TaranDahl)
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- Fixed an issue that the jumpjet vehicles cannot stop correctly after going berserk (by TaranDahl)
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Phobos fixes:
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- Fixed the bug that `AllowAirstrike=no` cannot completely prevent air strikes from being launched against it (by NetsuNegi)

src/Misc/Hooks.BugFixes.cpp

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@@ -2664,3 +2664,10 @@ DEFINE_HOOK(0x5194EF, InfantryClass_DrawIt_DrawShadow, 0x5)
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GET(InfantryClass*, pThis, EBP);
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return pThis->CloakState != CloakState::Uncloaked ? SkipDraw : 0;
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}
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// Fix the issue that the jumpjet vehicles cannot stop correctly after going berserk
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DEFINE_HOOK(0x74431F, UnitClass_ReadyToNextMission_HuntCheck, 0x6)
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{
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GET(UnitClass*, pThis, ESI);
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return pThis->GetCurrentMission() != Mission::Hunt ? 0 : 0x744329;
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}

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