Zero-K
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Jump command blocks subsequent commands for longer than it should
Units can do a lot of things while jumping, but the jump command is only removed at the end of the jump. The big offender is construction. Recon comms and Constable can get an extra half second of construction in if you manually override an in-progress jump command with construction.
Removing it as soon as the coroutine is created sounds good for mechanics but some way to draw the destination would be good to keep.
Exactly.