ScottNZ
1aebf27abd
Create a new damage model for the MAD Tank. Fixes #4105
2013-11-10 21:38:48 +13:00
ScottNZ
9eff54c217
Add MAD Tank and InvalidTargets field to WeaponInfo
2013-11-02 17:19:08 +13:00
Paul Chote
fa517b8787
Change WeaponInfo.EffectivenessAgainst to take ActorInfo.
2013-08-11 22:23:52 +12:00
Paul Chote
df46ffeb84
Convert ProjectileArgs to world coords.
2013-08-01 20:18:41 +12:00
Paul Chote
27f04c1b78
Rename FindUnits -> FindActorsInBox.
2013-07-20 15:34:28 +12:00
Paul Chote
37c02fea79
Remove PPos overload of FindUnits.
2013-07-20 15:34:27 +12:00
Paul Chote
800acdbdf2
Rename FindUnitsInCircle -> FindActorsInCircle.
2013-07-20 15:34:27 +12:00
Paul Chote
e6865c5996
Remove PPos overload of FindUnitsInCircle.
2013-07-20 15:34:27 +12:00
Paul Chote
11cebddaa9
Convert Sound.Play* to WPos.
2013-07-11 17:37:27 +12:00
Paul Chote
1e7f1ab225
Convert Explosion to world coords.
2013-07-08 23:40:22 +12:00
Paul Chote
87361df043
Centralize weapon validity check into WeaponInfo.
2013-07-08 23:40:21 +12:00
Paul Chote
89fd889cf4
Convert Target positions to world coords.
2013-07-08 21:52:28 +12:00
Paul Chote
7883b1bd7f
Convert Combat.DoExplosion to world coords.
2013-07-08 21:52:27 +12:00
Paul Chote
34df1ab705
Remove Combat.IsInRange(). Closes #3433 .
2013-07-08 21:52:25 +12:00
Matthias Mailänder
ed8f6d9691
Attack the center of the cell instead of the top left corner
...
to not discriminate bottom right directions. Fixes #2205
2013-06-20 20:37:04 +02:00
Matthias Mailänder
29c93182f1
remove some plenks
...
no logic changes
2013-06-20 20:12:55 +02:00
Matthias Mailänder
cdeea80037
replaced Dune 2000 AUD with original WAV
...
removed *.aud hard-coding everywhere
2013-06-15 19:41:07 +02:00
Paul Chote
0167bbfbaa
Move weapon/turret definitions out of AttackBase.
...
Weapons are now defined with the Armament trait
and turret parameters live in Turreted.
This has the side effect of allowing any number
and distribution of weapons and turrets.
2013-03-24 11:58:45 +13:00
Matthias Mailänder
0085ac130b
use PVecFloat in Combat sub-routines
2013-02-28 21:59:18 +01:00
Scott_NZ
81c8f0360f
Let's not crash if WeaponInfo.Report[] is empty
2013-02-26 18:08:55 +13:00
Scott_NZ
f4da36065f
Add ability to have randomised reports for weapons
2013-02-09 12:19:39 +13:00
Chris Forbes
f337c7fb40
fix 2422; tesla ignoring weapon offset
2012-10-07 19:23:50 +13:00
James Dunne
3160034d66
Now checking AcceptsSmudgeType for all cells to smudge and picking appropriate SmudgeLayer to render with.
2012-06-27 23:54:49 -05:00
James Dunne
d0d3813173
Water will not be smudged/scorched any more from nukes. All resources in range of nuke are destroyed now, not just the ones on the edge of the circle.
2012-06-27 22:56:48 -05:00
Matthias Mailänder
d3915ad291
string AcceptsSmudgeType replaces boolean AcceptSmudge
...
because Dune 2000 has different craters for rock and sand
2012-06-27 13:19:52 +12:00
James Dunne
9c49143534
New types for cell and pixel coordinate position/vectors.
2012-06-21 15:36:59 -05:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Chris Forbes
54df44d43a
split recoil into PrimaryRecoil/SecondaryRecoil; make recovery rate configurable per turret; #1069
2011-08-13 15:01:41 +12:00
Paul Chote
fc37733c3c
Add a screen-space offset to barrel positions, and fix HTNK firing offsets. Fixes #803 , 929.
2011-06-25 15:25:22 +12:00
Paul Chote
9b858af2b7
Add muzzleflash to GTWR. WithMuzzleFlash now actually uses the turret position.
2011-05-31 20:44:00 +12:00
Chris Forbes
0ba41acf4a
add muzzle flashes to pbox/hbox
2011-05-30 20:50:45 +12:00
Chris Forbes
9b3e6c5c4a
remove FP sillyness from FindUnits & friends
2011-05-22 20:38:52 +12:00
Chris Forbes
56a8653bc6
#582 dont use water explosions for impacts ABOVE water
2011-03-12 23:41:28 +13:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Paul Chote
9f38df013e
Target uses int2.
2011-01-07 20:21:47 +13:00
Bob
9a2cdcde11
move Selectable.Radius into Health
2010-11-06 14:35:26 +13:00
Bob
80caf1818b
fix off-by-one in IsInRange. use CenterLocation in combat code where appropriate
2010-11-05 19:50:17 +13:00
Bob
a77b7af5fd
add Target overload for IsInRange
2010-11-05 19:50:16 +13:00
Bob
ecf41722c3
rename TargetableSquares -> TargetableCells
2010-11-05 19:50:16 +13:00
Bob
39b09780f6
refactor Targetable into Targetable{Unit,Building} and ITargetable
2010-11-05 19:50:15 +13:00
Bob
50b1ba3acc
attack if in range of any cell of a building
2010-11-05 19:50:15 +13:00
Chris Forbes
999eef2ec9
#157 explosions weren't taking altitude into account
2010-10-16 09:30:32 +13:00
pdovy
e883e63c87
fixed bug where cloakable units were not targetable when uncloaked. removed ITargetable interface in favor of using the Targetable trait. fixed warnings in child classes of Targetable.
2010-10-15 18:13:01 +13:00
Bob
1c1483377c
remove ref to Game.world in Combat
2010-10-12 17:24:19 +13:00
Chris Forbes
cecdd73e08
destroy ore in all smudged cells
2010-10-06 18:37:32 +13:00
alzeih
6478276064
make cnc nuke leave full area of smudge
2010-09-03 21:47:24 +12:00
Chris Forbes
ce0e671ac5
fix obvious failures.
2010-08-26 19:53:21 +12:00
Paul Chote
7f191887ec
Revamp cloak model
2010-08-15 06:18:46 +12:00
Bob
ae703d50b2
Actor.traits is implementation detail
2010-08-14 17:39:49 +12:00
Paul Chote
d29e3f3f0e
Split facing into its own interface; fix husks
2010-08-01 01:01:31 +12:00