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[FW] Enable Turrets By Default #587

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merged 3 commits into from Feb 27, 2023
Merged

[FW] Enable Turrets By Default #587

merged 3 commits into from Feb 27, 2023

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ghost
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@ghost ghost commented Feb 1, 2023

Current FW mega turrets're diabled until they first seeing an enemy, make them unable to be damaged at start, which is confusing

@GeckoEidechse GeckoEidechse added needs testing Changes from the PR still need to be tested needs code review Changes from PR still need to be reviewed in code labels Feb 1, 2023
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@GeckoEidechse GeckoEidechse left a comment

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Confirmed working in testing.

Tested in 1-player listen server. Pre-PR enemy base turrets would need to "wake up" before shooting and taking damage. With PR applied they seem to be always active.

@GeckoEidechse GeckoEidechse added almost ready to merge Apart from any small remaining other issues addressed by other labels, this would be ready to merge and removed needs testing Changes from the PR still need to be tested labels Feb 2, 2023
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Need someone to do code review and then it should be ready to merge ^^

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@Dinorush Dinorush left a comment

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Indentation on the pre-existing code could be adjusted to match the rest of the code, but otherwise the code itself looks fine to me.

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@EladNLG EladNLG left a comment

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With exceptions, looks good to me.

@GeckoEidechse GeckoEidechse removed the needs code review Changes from PR still need to be reviewed in code label Feb 22, 2023
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Accident :(

@GeckoEidechse GeckoEidechse self-requested a review February 27, 2023 10:34
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Requested changes were addressed. Re-testing since last commit is not necessary as the only things changed are indentation and comments.

@GeckoEidechse GeckoEidechse merged commit afea353 into R2Northstar:main Feb 27, 2023
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3 participants