Commit Graph

68 Commits

Author SHA1 Message Date
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