homing weapons more or less work now
This commit is contained in:
@@ -94,7 +94,7 @@ namespace OpenRa.Game
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public bool IsDead { get { return Health <= 0; } }
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public bool IsDead { get { return Health <= 0; } }
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public void InflictDamage(Actor attacker, Bullet inflictor, int damage)
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public void InflictDamage(Actor attacker, int damage)
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{
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{
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/* todo: auto-retaliate, etc */
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/* todo: auto-retaliate, etc */
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/* todo: death sequence for infantry based on inflictor */
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/* todo: death sequence for infantry based on inflictor */
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54
OpenRa.Game/Combat.cs
Normal file
54
OpenRa.Game/Combat.cs
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@@ -0,0 +1,54 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Effects;
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namespace OpenRa.Game
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{
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static class Combat /* some utility bits that are shared between various things */
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{
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public static void DoImpact(int2 loc, int2 visualLoc,
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WeaponInfo weapon, ProjectileInfo projectile, WarheadInfo warhead, Actor firedBy)
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{
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var targetTile = ((1f / Game.CellSize) * loc.ToFloat2()).ToInt2();
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var isWater = Game.IsWater(targetTile);
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var hitWater = Game.IsCellBuildable(targetTile, UnitMovementType.Float);
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if (warhead.Explosion != 0)
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Game.world.AddFrameEndTask(
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w => w.Add(new Explosion(visualLoc, warhead.Explosion, hitWater)));
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var impactSound = warhead.ImpactSound;
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if (hitWater && warhead.WaterImpactSound != null)
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impactSound = warhead.WaterImpactSound;
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if (impactSound != null) Sound.Play(impactSound + ".aud");
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if (!isWater) Smudge.AddSmudge(targetTile, warhead);
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if (warhead.Ore) Ore.Destroy(targetTile.X, targetTile.Y);
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var maxSpread = GetMaximumSpread(weapon, warhead);
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var hitActors = Game.FindUnitsInCircle(loc, maxSpread);
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foreach (var victim in hitActors)
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victim.InflictDamage(firedBy, (int)GetDamageToInflict(victim, loc, weapon, warhead));
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}
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static float GetMaximumSpread(WeaponInfo weapon, WarheadInfo warhead)
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{
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return (int)(warhead.Spread * Math.Log(weapon.Damage, 2));
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}
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static float GetDamageToInflict(Actor target, int2 loc, WeaponInfo weapon, WarheadInfo warhead)
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{
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/* todo: some things can't be damaged AT ALL by certain weapons! */
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var distance = (target.CenterLocation - loc).Length;
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var rawDamage = weapon.Damage * (float)Math.Exp(-distance / warhead.Spread);
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var multiplier = warhead.EffectivenessAgainst(target.Info.Armor);
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return rawDamage * multiplier;
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}
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}
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}
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@@ -3,11 +3,11 @@ using System.Collections.Generic;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game
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namespace OpenRa.Game.Effects
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{
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{
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class Bullet : IEffect
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class Bullet : IEffect
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{
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{
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public Player Owner { get; private set; }
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readonly Player Owner;
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readonly Actor FiredBy;
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readonly Actor FiredBy;
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readonly WeaponInfo Weapon;
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readonly WeaponInfo Weapon;
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readonly ProjectileInfo Projectile;
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readonly ProjectileInfo Projectile;
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@@ -40,10 +40,7 @@ namespace OpenRa.Game
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{
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{
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anim = new Animation(Projectile.Image);
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anim = new Animation(Projectile.Image);
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if (Projectile.Rotates)
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if (Projectile.Rotates)
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anim.PlayFetchIndex("idle",
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Traits.Util.PlayFacing(anim, "idle", () => Traits.Util.GetFacing((dest - src).ToFloat2(), 0));
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() => Traits.Util.QuantizeFacing(
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Traits.Util.GetFacing((dest - src).ToFloat2(), 0),
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anim.CurrentSequence.Length));
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else
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else
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anim.PlayRepeating("idle");
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anim.PlayRepeating("idle");
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}
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}
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@@ -61,36 +58,10 @@ namespace OpenRa.Game
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if (t > TotalTime()) /* remove finished bullets */
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if (t > TotalTime()) /* remove finished bullets */
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{
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{
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Game.world.AddFrameEndTask(w => w.Remove(this));
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Game.world.AddFrameEndTask(w => w.Remove(this));
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DoImpact();
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Combat.DoImpact(Dest, VisualDest, Weapon, Projectile, Warhead, FiredBy);
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}
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}
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}
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}
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void DoImpact()
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{
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var targetTile = ((1f / Game.CellSize) * Dest.ToFloat2()).ToInt2();
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var isWater = Game.IsWater(targetTile);
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var hitWater = Game.IsCellBuildable(targetTile, UnitMovementType.Float);
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if (Warhead.Explosion != 0)
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Game.world.AddFrameEndTask(
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w => w.Add(new Explosion(VisualDest, Warhead.Explosion, hitWater)));
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var impactSound = Warhead.ImpactSound;
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if (hitWater && Warhead.WaterImpactSound != null)
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impactSound = Warhead.WaterImpactSound;
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if (impactSound != null) Sound.Play(impactSound + ".aud");
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if (!isWater) Smudge.AddSmudge(targetTile, Warhead);
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if (Warhead.Ore) Ore.Destroy(targetTile.X, targetTile.Y);
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var maxSpread = GetMaximumSpread();
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var hitActors = Game.FindUnitsInCircle(Dest, GetMaximumSpread());
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foreach (var victim in hitActors)
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victim.InflictDamage(FiredBy, this, (int)GetDamageToInflict(victim));
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}
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const float height = .1f;
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const float height = .1f;
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public IEnumerable<Tuple<Sprite, float2, int>> Render()
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public IEnumerable<Tuple<Sprite, float2, int>> Render()
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@@ -116,20 +87,5 @@ namespace OpenRa.Game
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yield return Tuple.New(anim.Image, pos, Owner.Palette);
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yield return Tuple.New(anim.Image, pos, Owner.Palette);
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}
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}
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}
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}
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float GetMaximumSpread()
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{
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return (int)(Warhead.Spread * Math.Log(Weapon.Damage, 2));
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}
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float GetDamageToInflict(Actor target)
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{
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/* todo: some things can't be damaged AT ALL by certain weapons! */
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var distance = (target.CenterLocation - Dest).Length;
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var rawDamage = Weapon.Damage * (float)Math.Exp(-distance / Warhead.Spread);
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var multiplier = Warhead.EffectivenessAgainst(target.Info.Armor);
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return rawDamage * multiplier;
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}
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}
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}
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}
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}
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@@ -1,7 +1,7 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game
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namespace OpenRa.Game.Effects
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{
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{
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class Explosion : IEffect
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class Explosion : IEffect
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{
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{
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@@ -1,12 +1,11 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game
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namespace OpenRa.Game.Effects
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{
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{
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interface IEffect
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interface IEffect
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{
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{
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void Tick();
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void Tick();
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IEnumerable<Tuple<Sprite, float2, int>> Render();
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IEnumerable<Tuple<Sprite, float2, int>> Render();
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Player Owner { get; }
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}
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}
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}
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}
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89
OpenRa.Game/Effects/Missile.cs
Normal file
89
OpenRa.Game/Effects/Missile.cs
Normal file
@@ -0,0 +1,89 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game.Effects
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{
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class Missile : IEffect
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{
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readonly Player Owner;
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readonly Actor FiredBy;
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readonly WeaponInfo Weapon;
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readonly ProjectileInfo Projectile;
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readonly WarheadInfo Warhead;
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float2 Pos;
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readonly Actor Target;
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readonly Animation anim;
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int Facing;
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int t;
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public Missile(string weapon, Player owner, Actor firedBy,
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int2 src, Actor target)
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{
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Weapon = Rules.WeaponInfo[weapon];
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Projectile = Rules.ProjectileInfo[Weapon.Projectile];
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Warhead = Rules.WarheadInfo[Weapon.Warhead];
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FiredBy = firedBy;
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Owner = owner;
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Target = target;
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Pos = src.ToFloat2();
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/* todo: initial facing should be turret facing, or unit facing if we're not turreted */
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Facing = Traits.Util.GetFacing( Target.CenterLocation - src.ToFloat2(), 0 );
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if (Projectile.Image != null && Projectile.Image != "none")
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{
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anim = new Animation(Projectile.Image);
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if (Projectile.Rotates)
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Traits.Util.PlayFacing(anim, "idle", () => Facing);
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else
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anim.PlayRepeating("idle");
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}
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}
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const int MissileCloseEnough = 7;
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const float Scale = .3f;
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public void Tick()
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{
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if (t == 0)
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Sound.Play(Weapon.Report + ".aud");
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t += 40;
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Traits.Util.TickFacing(ref Facing,
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Traits.Util.GetFacing(Target.CenterLocation - Pos, Facing),
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Projectile.ROT);
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anim.Tick();
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var dist = Target.CenterLocation - Pos;
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if (dist.LengthSquared < MissileCloseEnough * MissileCloseEnough || Target.IsDead)
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{
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Game.world.AddFrameEndTask(w => w.Remove(this));
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if (t > Projectile.Arm * 40) /* don't blow up in our launcher's face! */
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Combat.DoImpact(Pos.ToInt2(), Pos.ToInt2(), Weapon, Projectile, Warhead, FiredBy);
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return;
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|
}
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var move = (Scale * Weapon.Speed / dist.Length) * dist;
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Pos += move;
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if (Projectile.Animates)
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Game.world.AddFrameEndTask(w => w.Add(new Smoke((Pos - 1.5f * move).ToInt2())));
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// todo: running out of fuel
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|
// todo: turbo boost vs aircraft
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|
}
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|
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public IEnumerable<Tuple<Sprite, float2, int>> Render()
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|
{
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yield return Tuple.New(anim.Image, Pos - 0.5f * anim.Image.size, 0);
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|
}
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}
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}
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32
OpenRa.Game/Effects/Smoke.cs
Normal file
32
OpenRa.Game/Effects/Smoke.cs
Normal file
@@ -0,0 +1,32 @@
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|
using System;
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|
using System.Collections.Generic;
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|
using System.Linq;
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|
using System.Text;
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|
using OpenRa.Game.Graphics;
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|
|
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|
namespace OpenRa.Game.Effects
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|
{
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|
class Smoke : IEffect
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|
{
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readonly int2 pos;
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readonly Animation anim = new Animation("smokey");
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|
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public Smoke(int2 pos)
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|
{
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|
this.pos = pos;
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|
anim.PlayThen("idle",
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|
() => Game.world.AddFrameEndTask(
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|
w => w.Remove(this)));
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|
}
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|
|
||||||
|
public void Tick()
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|
{
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|
anim.Tick();
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|
}
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|
|
||||||
|
public IEnumerable<Tuple<Sprite, float2, int>> Render()
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|
{
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|
yield return Tuple.New(anim.Image, pos.ToFloat2() - .5f * anim.Image.size, 0);
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|
}
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||||||
|
}
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||||||
|
}
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@@ -5,6 +5,7 @@ using IjwFramework.Types;
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using System.Collections.Generic;
|
using System.Collections.Generic;
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using OpenRa.Game.Traits;
|
using OpenRa.Game.Traits;
|
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using OpenRa.Game.Support;
|
using OpenRa.Game.Support;
|
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|
using OpenRa.Game.Effects;
|
||||||
|
|
||||||
namespace OpenRa.Game.Graphics
|
namespace OpenRa.Game.Graphics
|
||||||
{
|
{
|
||||||
@@ -61,7 +62,7 @@ namespace OpenRa.Game.Graphics
|
|||||||
.Select(u => u.traits.Get<Traits.RenderWarFactory>()))
|
.Select(u => u.traits.Get<Traits.RenderWarFactory>()))
|
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DrawSpriteList(rect, a.RenderRoof(a.self));
|
DrawSpriteList(rect, a.RenderRoof(a.self));
|
||||||
|
|
||||||
foreach (IEffect e in Game.world.Effects)
|
foreach (var e in Game.world.Effects)
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||||||
DrawSpriteList(rect, e.Render());
|
DrawSpriteList(rect, e.Render());
|
||||||
|
|
||||||
uiOverlay.Draw();
|
uiOverlay.Draw();
|
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|
|||||||
@@ -79,14 +79,17 @@
|
|||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Compile Include="Chat.cs" />
|
<Compile Include="Chat.cs" />
|
||||||
<Compile Include="Chrome.cs" />
|
<Compile Include="Chrome.cs" />
|
||||||
|
<Compile Include="Combat.cs" />
|
||||||
|
<Compile Include="Effects\Smoke.cs" />
|
||||||
<Compile Include="Exts.cs" />
|
<Compile Include="Exts.cs" />
|
||||||
<Compile Include="GameRules\ActorInfo.cs" />
|
<Compile Include="GameRules\ActorInfo.cs" />
|
||||||
<Compile Include="GameRules\GeneralInfo.cs" />
|
<Compile Include="GameRules\GeneralInfo.cs" />
|
||||||
<Compile Include="GameRules\TechTree.cs" />
|
<Compile Include="GameRules\TechTree.cs" />
|
||||||
<Compile Include="GameRules\VoiceInfo.cs" />
|
<Compile Include="GameRules\VoiceInfo.cs" />
|
||||||
<Compile Include="IEffect.cs" />
|
<Compile Include="Effects\IEffect.cs" />
|
||||||
<Compile Include="IOrderSource.cs" />
|
<Compile Include="IOrderSource.cs" />
|
||||||
<Compile Include="LocalOrderSource.cs" />
|
<Compile Include="LocalOrderSource.cs" />
|
||||||
|
<Compile Include="Effects\Missile.cs" />
|
||||||
<Compile Include="NetworkOrderSource.cs" />
|
<Compile Include="NetworkOrderSource.cs" />
|
||||||
<Compile Include="OrderIO.cs" />
|
<Compile Include="OrderIO.cs" />
|
||||||
<Compile Include="OrderManager.cs" />
|
<Compile Include="OrderManager.cs" />
|
||||||
@@ -104,10 +107,10 @@
|
|||||||
<Compile Include="Traits\Activities\DeliverOre.cs" />
|
<Compile Include="Traits\Activities\DeliverOre.cs" />
|
||||||
<Compile Include="Traits\Activities\DeployMcv.cs" />
|
<Compile Include="Traits\Activities\DeployMcv.cs" />
|
||||||
<Compile Include="Actor.cs" />
|
<Compile Include="Actor.cs" />
|
||||||
<Compile Include="Bullet.cs" />
|
<Compile Include="Effects\Bullet.cs" />
|
||||||
<Compile Include="Controller.cs" />
|
<Compile Include="Controller.cs" />
|
||||||
<Compile Include="Cursor.cs" />
|
<Compile Include="Cursor.cs" />
|
||||||
<Compile Include="Explosion.cs" />
|
<Compile Include="Effects\Explosion.cs" />
|
||||||
<Compile Include="GameRules\FieldLoader.cs" />
|
<Compile Include="GameRules\FieldLoader.cs" />
|
||||||
<Compile Include="GameRules\Footprint.cs" />
|
<Compile Include="GameRules\Footprint.cs" />
|
||||||
<Compile Include="GameRules\InfoLoader.cs" />
|
<Compile Include="GameRules\InfoLoader.cs" />
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using OpenRa.Game.Effects;
|
||||||
|
|
||||||
namespace OpenRa.Game.Traits
|
namespace OpenRa.Game.Traits
|
||||||
{
|
{
|
||||||
@@ -63,10 +64,16 @@ namespace OpenRa.Game.Traits
|
|||||||
if (weapon.Range * weapon.Range < (target.Location - self.Location).LengthSquared) return false;
|
if (weapon.Range * weapon.Range < (target.Location - self.Location).LengthSquared) return false;
|
||||||
|
|
||||||
fireDelay = weapon.ROF;
|
fireDelay = weapon.ROF;
|
||||||
|
var projectile = Rules.ProjectileInfo[weapon.Projectile];
|
||||||
|
|
||||||
Game.world.Add(new Bullet(weaponName, self.Owner, self,
|
var firePos = self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, offset, 0f).ToInt2();
|
||||||
self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, offset, 0f).ToInt2(),
|
|
||||||
target.CenterLocation.ToInt2()));
|
if (projectile.ROT != 0)
|
||||||
|
Game.world.Add(new Missile(weaponName, self.Owner, self,
|
||||||
|
firePos, target));
|
||||||
|
else
|
||||||
|
Game.world.Add(new Bullet(weaponName, self.Owner, self,
|
||||||
|
firePos, target.CenterLocation.ToInt2()));
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using OpenRa.Game.Graphics;
|
using OpenRa.Game.Graphics;
|
||||||
|
using OpenRa.Game.Effects;
|
||||||
|
|
||||||
namespace OpenRa.Game.Traits
|
namespace OpenRa.Game.Traits
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -2,6 +2,7 @@ using System;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using OpenRa.Game.Graphics;
|
using OpenRa.Game.Graphics;
|
||||||
using OpenRa.Game.Traits;
|
using OpenRa.Game.Traits;
|
||||||
|
using OpenRa.Game.Effects;
|
||||||
|
|
||||||
namespace OpenRa.Game
|
namespace OpenRa.Game
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -603,4 +603,10 @@
|
|||||||
<unit name="mine">
|
<unit name="mine">
|
||||||
<sequence name="idle" start="0" length="1" />
|
<sequence name="idle" start="0" length="1" />
|
||||||
</unit>
|
</unit>
|
||||||
|
<unit name="dragon">
|
||||||
|
<sequence name="idle" start="0" length="32" />
|
||||||
|
</unit>
|
||||||
|
<unit name="smokey">
|
||||||
|
<sequence name="idle" start="0" length="6" />
|
||||||
|
</unit>
|
||||||
</sequences>
|
</sequences>
|
||||||
@@ -9,4 +9,5 @@ s1=Multi2,mcv,600,12445,0,Guard,None
|
|||||||
s2=Multi1,mcv,600,12505,0,Guard,None
|
s2=Multi1,mcv,600,12505,0,Guard,None
|
||||||
s3=Multi3,mcv,600,2910,0,Guard,None
|
s3=Multi3,mcv,600,2910,0,Guard,None
|
||||||
|
|
||||||
|
s4=Multi7,3tnk,600,13017,0,Guard,None
|
||||||
|
|
||||||
|
|||||||
@@ -99,7 +99,8 @@ Traits=Unit, Mobile, RenderUnit
|
|||||||
Description=Destroyer
|
Description=Destroyer
|
||||||
WaterBound=yes
|
WaterBound=yes
|
||||||
BuiltAt=syrd
|
BuiltAt=syrd
|
||||||
Traits=Unit, Mobile, RenderUnit
|
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted
|
||||||
|
PrimaryOffset=0,-8,0,-3
|
||||||
[CA]
|
[CA]
|
||||||
Description=Cruiser
|
Description=Cruiser
|
||||||
WaterBound=yes
|
WaterBound=yes
|
||||||
@@ -556,7 +557,6 @@ Fireball
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
[WarheadTypes]
|
[WarheadTypes]
|
||||||
SA
|
SA
|
||||||
HE
|
HE
|
||||||
|
|||||||
Reference in New Issue
Block a user