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Fixes #1501 - Currently untested, will report back once testing is finished.

@BlackDog86 BlackDog86 force-pushed the 1501-Stop-Crying-About-MimicBeacons branch 3 times, most recently from 949acea to 2f6017a Compare August 25, 2025 15:01
@BlackDog86 BlackDog86 force-pushed the 1501-Stop-Crying-About-MimicBeacons branch from 98d5b1c to 82da090 Compare August 25, 2025 15:03
@BlackDog86 BlackDog86 self-assigned this Sep 15, 2025
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@Tedster59 Tedster59 left a comment

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@BlackDog86 - have you tested this now? you mention you were going to in the first post.

/// (i.e. we want to play squadmate dead lines for mind controlled XCom units that die while on the other team's side)
if(DeadUnit.IsSoldier())
{
if(!DeadUnit.IsMindControlled() || DeadUnit.IsMindControlled() && DeadUnit.GetTeam() != eTeam_XCom)
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Does this mind control check catch 3rd parties that get mind controlled? e.g. a raider faction unit gets mind controlled by advent. Or do they not count as Soldiers?

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Yeah that's one of the main things I needed to test - not completed yet. I should have time later in the week to look at it :)

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All of the factions I could find (including MOCX) have isSoldier = false on the character template so this should be fine. I haven't been able to test what happens if someone creates an enemy unit with bIsSoldier = true but I suspect this would break a whole bunch of other stuff so I think it's fine here.

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Safe to merge

@Tedster59 Tedster59 added this to the 1.31.0 milestone Oct 13, 2025
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Soldiers play 'squadmate dead' voicelines when a mimic beacon is killed

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