Commit Graph

421 Commits

Author SHA1 Message Date
Paul Chote
d9acf1a3e5 Don't teleport into transport's. 2010-08-08 19:30:49 +12:00
Paul Chote
40b16e33ba Fix and polish all ra production structures; remove some obsoleted Production subclasses 2010-08-03 18:29:32 +12:00
Paul Chote
711378d352 Polish cnc pyle & hand inf production; lays groundwork for future polish. Likely breaks every other production structure (untested). 2010-08-02 23:35:35 +12:00
Paul Chote
bc93e8cac0 Health as an ActorInit 2010-08-02 20:12:04 +12:00
alzeih
578d42614b Convert all CreateActor calls to use TypeDictionary 2010-08-02 01:51:13 +12:00
Chris Forbes
990eeb844a ChooseAirfield chooses closest, rather than first. 2010-08-01 15:49:52 +12:00
Chris Forbes
4567bad251 make Activities.Land work with Targets. 2010-08-01 14:57:07 +12:00
Chris Forbes
aafbeed703 ffs, doing it the hard way as usual 2010-08-01 14:36:53 +12:00
Chris Forbes
002bc20d50 some improvement to alfd/plane interaction 2010-08-01 14:32:59 +12:00
Paul Chote
d29e3f3f0e Split facing into its own interface; fix husks 2010-08-01 01:01:31 +12:00
Paul Chote
207ee49da3 Move Facing and Altitude onto IMove impls, with associated pile of cleanups 2010-08-01 01:01:31 +12:00
Chris Forbes
9a218f7b52 GetPrimaryWeapon() dies too. 2010-07-31 21:34:24 +12:00
alzeih
33b6f590e9 move ROT, InitialFacing and Speed to Mobile and Aircraft. 2010-07-31 02:06:30 +12:00
Paul Chote
1459ec483c Rename ExtendedDamageState -> DamageState 2010-07-30 22:24:43 +12:00
Paul Chote
9280dd9f2f Add some polish 2010-07-30 21:00:23 +12:00
Paul Chote
bde16e4e15 Remove a pile of duplication on mcv undeploy 2010-07-30 21:00:23 +12:00
Paul Chote
119f85dbf4 Unfail mcv deploy 2010-07-30 21:00:23 +12:00
Paul Chote
98ac5a036f Add an `Undamaged' damagestate to simplify things related to healing. 2010-07-30 01:22:41 +12:00
Paul Chote
bce9791b56 Fix building repair; Kill GlobalDefaults. 2010-07-30 00:41:55 +12:00
Paul Chote
6fba888d45 Shift Actor.Health onto a trait.
Known regressions:
 - cnc only
 - health bar colors
 - can't repair buildings
2010-07-30 00:33:44 +12:00
Paul Chote
43a488ed6d Rebase fixes 2010-07-26 20:14:35 +12:00
Paul Chote
305fa03355 Kill Controller 2010-07-26 20:14:35 +12:00
alzeih
925ca2bb73 SetTargetSilently for DrawLineToTarget 2010-07-26 13:57:53 +12:00
Paul Chote
4650642311 Keep selection on mcv deploy/undeploy. Bonus: build tab opens on mcv deploy 2010-07-25 20:02:23 +12:00
Paul Chote
52c8c93b30 Building capture eva + wtf on silo capture 2010-07-23 22:29:27 +12:00
alzeih
cad1418199 use Range as a *range*, not as a nearenough. 2010-07-23 21:40:06 +12:00
Paul Chote
05953d0d6b Building capture 2010-07-23 21:26:26 +12:00
Paul Chote
71420df0f3 Fix CursorForOrderString to work with orders + preliminary e6 fixes 2010-07-23 17:16:02 +12:00
Chris Forbes
73b6eb568b more of attack-ground (order wiring, etc); doesn't work. 2010-07-22 08:26:52 +12:00
Chris Forbes
5c61c9d3a9 migrating most things to use the Target struct rather than Actor directly. 2010-07-22 08:26:51 +12:00
Chris Forbes
84e1ed1cf9 fix helis landing where they shouldnt 2010-07-21 18:52:24 +12:00
Chris Forbes
d5f12dd8ee trim down license spam in all files 2010-07-18 16:48:21 +12:00
Chris Forbes
40ae25c895 remove silly exploit on undeploying MCV 2010-07-08 21:49:25 +12:00
Paul Chote
df3581237e Remove hardcoded cursor bs; move TransformsOnDeploy to Mods.RA. 2010-07-08 20:23:19 +12:00
Bob
fb6c44bce3 move render{building,buildingturreted,unit} into mods.ra; move all render traits into mods.ra.render 2010-07-08 17:24:12 +12:00
Bob
281d013c3b move Combat, AttackBase, and associates into mod 2010-07-08 16:38:58 +12:00
Bob
7a738ed6af move CYard trait and UndeployMCV activity into mod 2010-07-08 15:34:21 +12:00
Paul Chote
7c3a10396c New crush code, now with less bs 2010-06-25 20:57:06 +12:00
Paul Chote
29fa9e3aeb Shift movement cost/speed into IMove; regressions in a few areas 2010-06-25 17:05:56 +12:00
Paul Chote
37cf30a097 Refactor Mobile.TeleportTo -> IMove.SetPosition 2010-06-24 21:51:22 +12:00
Paul Chote
3e664779ef Remove a bunch of unnecessary caching 2010-06-24 21:51:22 +12:00
Paul Chote
b7c8e55d14 Some initial hacks towards multiple-infantry-per-cell. Make the pathfinder smart enough to do what we need, and remove a *lot* of stupid duplication. Needs more work. 2010-06-24 21:51:22 +12:00
Chris Forbes
b8093b7f6c removing a bunch of excessively low-level pixel -> cell conversions 2010-06-24 21:51:21 +12:00
Paul Chote
7d717592c7 Rename IMovement -> IMove; Move GetCurrentPath from Mobile to IMove and implement for aircraft; fix regressions in Helicopter (ITick) and remove unused cruft from Aircraft (IOccupySpace). 2010-06-24 21:51:21 +12:00
Chris Forbes
66adbee2a6 moving Actor.Location onto the appropriate traits (bob) 2010-06-19 14:37:06 +12:00
Chris Forbes
33971c06a6 fix crash in Activities.Repair 2010-06-16 22:42:22 +12:00
Paul Chote
a0e4e40eaf Fix e6 2010-06-16 21:13:20 +12:00
Paul Chote
f0a2bf128c Harvesters return to last used field 2010-06-16 19:22:59 +12:00
Paul Chote
5822caf7a8 Fix cancellation issues and animation flicker 2010-06-16 10:37:54 +12:00
Paul Chote
88df9ecaa2 Implement cnc harv/proc dock sequence and kill unnecessary duplication. Bad things happen if sequence is interrupted by another order (eg invisible harv).
Still todo: Make sequence non-interruptible; engineer steals harv docked with proc; the "right thing" if proc is sold/destroyed with harv docked.
2010-06-16 00:33:09 +12:00