Paul Chote
4c01c772f8
Fix incorrect animation playing when moving infantry stop to attack.
2020-12-12 14:40:13 +01:00
Paul Chote
ed94f7680a
Revert "Fix WithInfantryBody wrongly overwriting attack animations"
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This reverts commit 1a63cc4a414665b5f6fc41bde8147b31d20f6aac.
2020-12-12 14:40:13 +01:00
abcdefg30
2b363e4e1c
Fix WithInfantryBody wrongly overwriting attack animations
2020-12-07 00:29:16 +01:00
teinarss
13581c030d
Use in parameter for Target
2020-11-06 22:02:24 +01:00
RoosterDragon
2adee1e374
Use HasMovementType to avoid Enum.HasFlag allocations.
2020-10-17 23:48:48 +02:00
Paul Chote
94180f6a0a
Add SequenceReference support for dictionaries.
2020-09-12 17:52:46 +02:00
teinarss
27f1a7ab27
Use out var syntax
2020-08-19 18:11:07 +01:00
Paul Chote
ef69a3de66
Use nameof() in PaletteReference.
2020-08-15 13:41:45 +02:00
abcdefg30
f75afc6ee4
Fix a compilation error in WithInfantryBody.cs
2020-06-19 20:01:04 +02:00
Paul Chote
23561cd76b
Add custom palette support to WithInfantryBody.
2020-06-19 17:09:13 +02:00
Paul Chote
ce91c5a76f
Fix WithDisguisingInfantryBody idle animation crash.
2020-03-01 14:43:12 +01:00
reaperrr
b839204c7f
Minor WithInfantryBody reorganisation
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Move PlayStandAnimation to a more suitable position
inside the file.
2020-01-25 13:26:25 +01:00
reaperrr
595b6c8923
Greatly simplified WithInfantryBody TickIdle code
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There was a lot of redundancy and unnecessary
complexity in several checks.
This now also prevents infantry from randomly
restarting and potentially switching between stand
sequences if there are no idle sequences.
Old behavior can still be replicated by listing
stand sequences as IdleSequences.
2020-01-25 13:26:25 +01:00
abcdefg30
23b3c237b7
Update the year numbers in all license headers to 2020
2020-01-05 17:00:34 +00:00
Paul Chote
060ea80ca4
Fix infantry idle animations playing immediately after creation.
2019-10-20 16:38:25 +02:00
Paul Chote
78a70be0d4
Fix and enable SA1133, SA1134 style rules.
2019-05-24 10:47:57 +02:00
reaperrr
a10af382b4
Add plumbing for notifying traits of movement
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More precisely, about start and stop of movement.
2019-03-30 16:24:47 +00:00
abcdefg30
cadbd0d9ab
Change the year number in all cs headers from 2018 to 2019
2019-01-26 23:15:21 +01:00
Andre Mohren
b1a44086a0
Removed unused using directives.
2018-11-17 17:23:22 +00:00
abcdefg30
9cbe7bc62d
Fix infantry getting stuck in the last attack frame
2018-10-28 02:13:18 +01:00
Paul Chote
1b1521812c
Add EnabledByDefault check to WithInfantryBody.
2018-08-11 14:30:01 +02:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
reaperrr
ddfed13db4
Make Tick and TickIdle explicit in WithInfantryBody
2017-09-16 15:51:37 +02:00
atlimit8
4767b91037
Remove LoadUsing where FieldLoader.GetValue works for the dictionaries
2017-04-19 09:51:06 -05:00
Taryn Hill
43317e0f5d
Update copyright notice year to 2017
2016-12-31 23:46:13 -06:00
Paul Chote
268ed016ab
Rename UpgradableTrait to ConditionalTrait.
2016-12-23 23:28:34 +00:00
Paul Chote
3f0b33992c
Rewrite UpgradeManager implementation to suit conditions.
2016-11-20 13:55:47 +00:00
abc013
268dcd7d41
changed AttackSequence to DefaultAttackSequence
2016-10-14 14:53:02 +02:00
abc013
ebb1c45786
Added an AttackSequences property to WithInfantryBody
2016-09-30 22:18:16 +02:00
reaperrr
75c49620d1
Introduce INotifyAttack.PreparingAttack
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And use it to allow triggering attack animations/overlays at a different point
than the actual weapon firing.
2016-07-02 16:02:00 +02:00
teees
4fa3ecfafb
Add DynamicFacingInit.
2016-06-15 20:36:23 +01:00
teees
8724ed29bc
Support dynamic offsets in ActorPreviews.
2016-06-15 20:36:08 +01:00
reaperrr
fd5a597966
Move Render traits to Traits.Render namespace
2016-04-15 20:43:04 +02:00
Paul Chote
2b076dd35d
Merge pull request #10961 from Mailaender/animate-infantry-stand
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Added animation support to infantry stand sequences
2016-03-26 17:54:12 +00:00
Jonathan Ling
2d4c3f715f
Refactored ticks to delay per issue #9810
2016-03-22 17:03:37 -04:00
Matthias Mailänder
0c41142027
Add animation support to infantry stand sequences.
2016-03-21 19:48:09 +01:00
Paul Chote
e71225496b
Clarify GPL version.
2016-02-21 16:30:48 +00:00
Paul Chote
b396965fd9
Update licence header year.
2016-02-21 16:27:31 +00:00
atlimit8
09984683a7
Add ActorInfo.TraitInfo[OrDefault]<T>() requiring ITraitIfo types
2015-09-19 09:56:14 -05:00
reaperrr
006e66a3c3
Refactored IQuantizeBodyOrientation implementation
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Moved BodyOrientation and related interfaces from Game to Mods.Common.
Introduced QuantizeFacingsFromSequence trait.
With*Body render traits no longer implement IQuantizeBodyOrientation
themselves.
2015-08-24 00:48:56 +02:00
Pavel Penev
09f67d18bb
Some internal "race" to "faction" renaming
2015-08-22 23:34:36 +03:00
Matija Hustić
72e8e08f48
Step in the direction of RA2 paratroopers.
2015-07-14 20:39:06 +01:00
Matthias Mailänder
41b488779a
fix crash when disguising the spy as infantry without stand2
2015-07-12 22:20:52 +02:00
atlimit8
a9908bffb4
UpgradeManager after IUpgradables
2015-06-28 10:24:00 -05:00
reaperrr
5acc103242
Fixes infantry sequence modifier for good
2015-06-21 11:03:52 +02:00
Matthias Mailänder
7faebe874a
check for missing sequence entries using lint
2015-06-20 22:22:59 +02:00
penev92
afb97ac4b4
Make WithInfantryBody upgradable
2015-05-30 20:01:38 +03:00
abcdefg30
a39f966a11
Don't skip the heal animation
2015-05-26 12:00:10 +02:00
Paul Chote
614f96046c
Remove RenderSprites animation keys.
2015-04-27 19:38:23 +12:00
Paul Chote
09bad3f0ef
Account for damage state in ActorPreviews.
2015-04-26 18:12:19 +12:00