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fix thrown shield stance swapping - #4277

Merged
LtRipley36706 merged 1 commit into
ACEmulator:masterfrom
gmriggs:thrown-shield-swap
Mar 9, 2025
Merged

LtRipley36706 merged 1 commit into
ACEmulator:masterfrom
gmriggs:thrown-shield-swap

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@gmriggs

@gmriggs gmriggs commented Feb 5, 2025 •

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Thanks to kewne for reporting this issue

repro steps:

  • equip a thrown weapon
  • enter combat stance
  • equip a shield

expected:

  • thrown shield stance is transitioned into without exiting combat stance

actual:

  • shield is equipped and combat stance is exited

similar problems with unequipping shield while in thrown shield combat stance, and swapping between sword+shield and thrown+shield while in combat stance also fixed

@LtRipley36706
LtRipley36706 merged commit dd4594e into ACEmulator:master Mar 9, 2025
WarlockHolmez added a commit to daralet-ac/ACE that referenced this pull request Oct 7, 2026
…nce fixes from upstream ACE (#1285)

* Let Life Magic projectile spells that deal physical damage fire

Life school projectiles that aren't drains (Hunter's Lash 2970, Thorn Valley
6159) have a physical DamageType, so they hit the "Unknown DamageType for
LifeProjectile" warning and were never launched. Hunter's Lash is on the
player allowed spell list.

Upstream ACEmulator#4228

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LDKfgWjXHL7EKz8foWrd5e

* Stay in missile combat when a shield is equipped or removed with a thrown weapon

Equipping or removing a shield while holding a thrown weapon switched the
player to melee combat.

Upstream ACEmulator#4277

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LDKfgWjXHL7EKz8foWrd5e

* Cache WeenieObject type checks for the physics engine

IsCreature/IsPlayer/IsCorpse/IsStorage resolved the WorldObject weak
reference and did a type check on every call, and they are called
constantly from collision and motion code. They are now computed once at
construction. WeenieObject is immutable, so PhysicsObjs without a weenie
share one DummyObject instead of allocating their own. Method signatures
are unchanged for mods.

Upstream ACEmulator#4212

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LDKfgWjXHL7EKz8foWrd5e

---------

Co-authored-by: Claude <noreply@anthropic.com>
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2 participants