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* Add an option to enable officer permadeath for deathwish mode. * Move the flagship bail out when crippled checks to the scenario, and factor out the counterattack logic to its own function. ** This mirrors the logic for human empires, though it isn't currently visible anywhere. * Record a hacking event when a Necromancer flagship is crippled, if losing HaP.
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** One removed any remaining corrosion damage. ** One handled the phylactery healing, and didn't then mark it as needing to be repaired. * Make the two places in GameEntity_Squad which handle crippling have the same logic. ** Use this to move the necromancer specific logic out of the scenario logic. * Add a DoOnAn圜rippleLogic_MyFactionUnitsOnly_HostOnly method to faction deep info. * When I was simplifying the logic for exogalactic attacks, to remove the option for using relentless waves, I accidentally made them always use them. ** Also fix a place where a faction index was being looked up in `World_`. ** Change a few more places where sim was depending on whether a player was actively controlling a faction. ** This was causing the logic for crippled flagships to run only for actions with an active player, (salvage and various bits of Necromancer logic). * Change a couple of places that check if a faction is currently controlled by a player, to intead check if it is a player faction. *** Also make it an error to specificy any of those values, in that case. ** Remove a bunch of unused attributes on hacks that complete instantly. ** Make a couple of hacks against elderlings that take 0s actually complete instantly. ** Convert Tech Vault hack to use the hacking menu abstraction. * Switch Minor Faction Beacon hack to use hacking menu abstraction.
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