UberWaffe
76ccb0cf00
Changes Weapon.Impact() to use Target (from WPos).
2014-08-23 11:23:34 +02:00
Paul Chote
57ba1b54b4
Convert weapon plumbing to use integer damage modifiers.
2014-08-23 17:14:10 +12:00
Alexander Fast
070d00c678
Fixes year numbers in license text in file headers.
2014-08-21 11:27:52 +02:00
UberWaffe
4f18cb5fc0
IonCannonPower can now define how many ticks into animation the weapon impact happens (as opposed to at the end of the animation).
2014-08-04 16:12:18 +02:00
UberWaffe
c972b39687
Custom Warheads refactor
...
Changes included:
Warhead code split out of weapon code and refactored.
Warhead functionality now split into several classes, each handling one effect/impact.
Additional custom warheads can now be defined and called via yaml.
Custom warheads inherit the abstract class Warhead,
which provides target check functions.
Custom warheads have to define their own impact functions,
and can also define their own replacement for check
functions.
2014-08-03 17:10:44 +02:00
Paul Chote
086ec07eb6
Add World parameter to Target.FromCell.
2014-06-27 23:30:40 +12:00
Pavlos Touboulidis
b560268495
Change animations to use the proper SequenceProvider
...
Remove references to the global "Game" and use the SequenceProvider
of the current world/map.
2014-05-17 14:33:16 +03:00
reaperrr
d5023e376d
Fixes units hunting Advanced Comm. Center after being damaged by Ion Cannon.
...
Additionally made weapon, effect animation and effect palette customizable.
2014-05-16 18:38:12 +02:00
Paul Chote
dcbef51ba0
Move ion cannon z offset to sequences.
2013-07-15 20:58:03 +12:00
Paul Chote
15688eed13
Allow Animation to generate its own Renderables.
2013-07-15 20:54:02 +12:00
Paul Chote
7883b1bd7f
Convert Combat.DoExplosion to world coords.
2013-07-08 21:52:27 +12:00
Paul Chote
e741e83fd4
Convert IonCannon to world coords.
2013-07-08 21:52:26 +12:00
Paul Chote
ca5f2c3785
Split Renderable into an IRenderable interface and SpriteRenderable implementation.
2013-05-17 18:12:28 +12:00
Paul Chote
d878c96343
Change Renderable to take centered positions.
2013-05-17 18:12:26 +12:00
Paul Chote
885eec7444
Move effects to WorldRenderer palette lookup.
2013-02-24 15:43:20 +13:00
Paul Chote
f0ba0ce2e8
Wrap palette references with a PaletteRef object.
2013-02-24 15:43:15 +13:00
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
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Chris Forbes
6655b6ba6a
(gecko) make IonCannon and NukeLaunch effects public
2010-11-05 19:48:28 +13:00
Chris Forbes
83eae029b7
add explicit Z to Renderable. eating my hat, etc.
2010-09-17 20:21:21 +12:00
Chris Forbes
31d5d18d65
undo ProjectileArgs stuff
2010-07-22 18:59:41 +12:00
alzeih
1497c31908
some more hax
2010-07-22 18:01:32 +12:00
alzeih
6be4e5c266
Combat.DoExplosion now takes a Target
...
(needs more refactoring)
2010-07-22 16:00:14 +12:00
Chris Forbes
d5f12dd8ee
trim down license spam in all files
2010-07-18 16:48:21 +12:00
Bob
281d013c3b
move Combat, AttackBase, and associates into mod
2010-07-08 16:38:58 +12:00
Paul Chote
a35d6207a9
Scriptable chronosphere + desaturate effect
2010-05-26 21:07:13 +12:00
Chris Forbes
71340811ef
#65 CNC Ion Cannon - 3 minute cooldown, narrow effect, still PerCell damage for massive building damage
2010-04-05 08:53:25 +12:00
Chris Forbes
988f274e19
fix bugs in ion cannon
2010-03-23 20:30:13 +13:00
Chris Forbes
e99ebb4da3
oops.
2010-03-23 20:19:54 +13:00
Chris Forbes
4fc8f32b9b
add IonCannon power
2010-03-23 20:14:35 +13:00