Commit Graph

51 Commits

Author SHA1 Message Date
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"
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
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
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
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
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
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
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