Commit Graph

51 Commits

Author SHA1 Message Date
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
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
750275d08f reduce crap a little more 2010-07-31 23:24:32 +12:00
Chris Forbes
6c6da12dd6 fix local offset -> screen space transform to work as advertised 2010-07-31 23:01:56 +12:00
Chris Forbes
0b20d1366a eliminate old form of GetTurretPosition 2010-07-31 22:33:54 +12:00
Chris Forbes
fa245aaa08 introduce collection of Turrets on AttackBase, too -- turret sharing w/ recoil works again 2010-07-31 22:19:29 +12:00
Chris Forbes
9a218f7b52 GetPrimaryWeapon() dies too. 2010-07-31 21:34:24 +12:00
Chris Forbes
9fcc739cd5 more... Combat.GetSecondaryWeapon() dies, etc 2010-07-31 21:34:23 +12:00
Chris Forbes
b8421ba655 move more combat bits around 2010-07-31 21:34:22 +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
7a4fa93ce9 Introduce a Targetable trait; Subs can attack bridges; May introduce subtle bugs due to previous stupid assumption that !selectable == !attackable. 2010-07-28 22:57:14 +12:00
Paul Chote
6854d9853b Kill Crewed and move WaterBound onto building 2010-07-28 20:48:50 +12:00
Chris Forbes
31d5d18d65 undo ProjectileArgs stuff 2010-07-22 18:59:41 +12:00
alzeih
6be4e5c266 Combat.DoExplosion now takes a Target
(needs more refactoring)
2010-07-22 16:00:14 +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
d5f12dd8ee trim down license spam in all files 2010-07-18 16:48:21 +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