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Bug#: 444
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Status: RESOLVED
Resolution: WONTFIX
Assigned To: Serge van den Boom <svdb+uqm-bugs@stack.nl>
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Reporter: Nic <uqm@submedia.net>
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Attachment Type Creator Created Size Actions
androsyn.c.patch patch Nic 2003-08-21 09:51 CET 1.50 KB Details | Diff
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Description:   Opened: 2003-08-21 09:47 CET
In the original Star Control, the Androsynth Blazer's rightmost captain would
throw the switch to 
activate comet form, and hold it in place until the batteries ran dry.

In SC2/UQM, the rightmost captain throws the switch only for a split second,
then toggles it back 
to "off" position.  Internally, this is because the game de-activates the
special while the special is 
in use.

------- Comment #1 From Nic 2003-08-21 09:51:27 CET -------
Created an attachment (id=177) [details]
androsyn.c.patch

Here's a bit of a "cheating" fix for this -- I shuffle the frame indices around
so that the special "off" looks like "on" when comet form is active, and then
put them back when it converts back to normal mode.  Seems to do the trick,
anyhow..

------- Comment #2 From Paxtez 2003-08-29 03:29:27 CET -------
I don't know, I think how it is makes more sense now (imho of course).  Because 
you don't have a choice about turning off the blazer, if the captain had to 
hold it down to keep it on then that means if he let go of the switch the 
blazer would turn off.

------- Comment #3 From Mika Kolehmainen 2003-08-30 20:20:26 CET -------
I agree with Paxtez, and this bug is quite irrelevant in any case so marking it 
as WONTFIX.

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