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Fix vehicle with AttackMove.StopWhenTargetAcquired incorrectly lost megamission in some rare situation #1759

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TaranDahl
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Somehow, the vehicle called EnterIdleMode (probably in the functions of vehicle-related locomotors) in a move mission.
Then the megamission will be removed because the RefreshMegaMission function will only continue the megamission if the techno is in a guard mission.

@TaranDahl TaranDahl added ❓Phobos bug Something isn't working properly Minor Documentation is not required ⚙️T1 T1 maintainer review is sufficient labels Jul 9, 2025
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@TaranDahl
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Bug behavior:
339bc982e865967f10434eaaa89460cc
I gave all of these future tank attackmove missions, but the circled one somehow lost his megamission and moved directly to the mega destination.

@TaranDahl TaranDahl marked this pull request as draft July 10, 2025 05:07
@TaranDahl TaranDahl marked this pull request as ready for review July 10, 2025 05:28
@Coronia Coronia requested a review from CrimRecya July 10, 2025 07:33
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I think this should be considered a vanilla bug, and the default behavior can be directly changed. Also needs to be mentioned in the doc.
But what I am not sure about now is: Will only AttackMove.StopWhenTargetAcquired=yes units have such problems?

@TaranDahl
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Will only AttackMove.StopWhenTargetAcquired=yes units have such problems?

Yes, it won't happen if this flag is not set. That is the reason I suspect the locomotor.

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Update:
Fix the bug that units in AttackMove cannot correctly exit AttackMove (such as being hit by EMP) when they are forced into other missions.

@Coronia Coronia requested a review from CrimRecya July 10, 2025 11:22
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