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Fix Sonar Pulse multiplayer shroud desync - #22623
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Sonar Pulse can desync when its owner has explored the target water but another player has not.
SpawnActorPower.ValidateusesWorld.ShroudObscures, which depends on each client's localRenderPlayer, so clients can disagree about whether to spawn the sonar actor.Use the current power actor owner's exploration instead. Activation, target orders and cursor selection already share this validation method. Map bounds, terrain restrictions and the
AllowUnderShroudbypass retain their existing behavior.Fixes #22621.
Validation against
b6fc03fc:make check,make tests,make TREAT_WARNINGS_AS_ERRORS=true testandmake check-scriptspassed on the originally tested candidate, including all four default mods' configuration and script checks. NUnit: 508 passed, two existing PNG tests skipped. The engine source is unchanged in this update.AllowUnderShroudbehavior.I reviewed the baseline and patched UI recordings. The game inputs were automated; this was scoped human visual review, rather than a manually played match. The UI fixture supplies a ready support-power proxy and natural camera exploration, so it does not cover the original spy-infiltration and full charge-time sequence. UI runs used isolated Linux clients; Windows/macOS gameplay was not tested.
Proposed changelog: Fixed a multiplayer desync when using Sonar Pulse on water that another player has not explored.