Refactored TS infantry sequences

They now make heavy use of inheritance to cut down duplication. Most infantry in TS uses the Minigunner (E1) sequences, only that some frames are empty (civ2 shoot animation, for example) or used for a different purpose (panic anims for civilians, crippled legs for cyborgs).

To make this inheritance a bit easier, the attack sequences were renamed to a generic 'attack', rather than 'shoot' or 'throw', and split off to a separate abstract default inherited only by infantry with valid attack frames.
This commit is contained in:
reaperrr
2016-06-05 17:46:31 +02:00
parent f8421fd2f8
commit 3455d98289
6 changed files with 326 additions and 1395 deletions

View File

@@ -44,7 +44,7 @@ UMAGON:
AttackFrontal:
Voice: Attack
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded
@@ -100,7 +100,7 @@ MUTANT:
AttackFrontal:
Voice: Attack
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded
@@ -125,7 +125,7 @@ MWMN:
AttackFrontal:
Voice: Attack
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded
@@ -150,7 +150,7 @@ MUTANT3:
AttackFrontal:
Voice: Attack
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded
@@ -172,7 +172,7 @@ TRATOS:
Range: 4c0
-AutoTarget:
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
OXANNA:
Inherits: ^Soldier
@@ -190,7 +190,7 @@ OXANNA:
Range: 4c0
-AutoTarget:
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
SLAV:
Inherits: ^Soldier
@@ -208,7 +208,7 @@ SLAV:
Range: 4c0
-AutoTarget:
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
DOGGIE:
Inherits: ^Infantry
@@ -282,7 +282,7 @@ VISC_LRG:
CIV1:
Inherits: ^CivilianInfantry
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
Armament:
Weapon: Pistola
AttackFrontal:
@@ -295,7 +295,7 @@ CIV2:
CIV3:
Inherits: ^CivilianInfantry
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
Armament:
Weapon: Pistola
AttackFrontal:

View File

@@ -370,7 +370,7 @@
Weapon: TiberiumHeal
WithPermanentInjury:
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
IdleSequences: idle1,idle2
UpgradeOnDamage@CRITICAL:
Upgrades: criticalspeed

View File

@@ -20,7 +20,7 @@ E2:
AttackFrontal:
Voice: Attack
WithInfantryBody:
AttackSequence: throw
AttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded
@@ -88,7 +88,7 @@ JUMPJET:
AttackFrontal:
Voice: Attack
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
-TakeCover:
ProducibleWithLevel:
Prerequisites: barracks.upgraded
@@ -129,6 +129,6 @@ GHOST:
DetonationDelay: 45
Voice: Attack
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded

View File

@@ -21,7 +21,7 @@ E3:
AttackFrontal:
Voice: Attack
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded
@@ -127,5 +127,3 @@ MHIJACK:
RevealsShroud:
Range: 6c0
-AutoTarget:
WithInfantryBody:
AttackSequence: shoot

View File

@@ -25,7 +25,7 @@ E1:
AttackFrontal:
Voice: Attack
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded
RenderSprites:

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