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
UberWaffe
c972b39687
Custom Warheads refactor
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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
5650d5fc98
Revert "use TickRender() for RenderSprites and PaletteModifier"
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This reverts commit 87fd576b26 .
2014-07-08 11:09:54 +12:00
Matthias Mailänder
87fd576b26
use TickRender() for RenderSprites and PaletteModifier
2014-07-06 08:24:08 +02:00
Paul Chote
e1501d5b7c
Add clock overlay to support power beacons.
2014-05-31 18:41:02 +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
Pavlos Touboulidis
63ec6d60e7
Refactoring to remove static Rules & SequenceProvider
2014-05-17 14:32:03 +03:00
reaperrr
bbf2364bba
Fixes AI units hunting down Missile Silo/Temple of Nod after being damaged by nuke
2014-05-16 17:43:22 +02:00
Paul Chote
51363fd724
Make nuke flight time independent from map size.
2014-04-18 18:55:34 +12:00
Matthias Mailänder
f485ef2ecf
added support for weapon launch sound effects
2013-08-22 20:55:17 +02:00
Paul Chote
ddd1314613
Convert ScreenShaker to world coords.
2013-07-20 15:34:28 +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
170e14546a
Convert NukeLaunch to world coordinates.
2013-05-17 18:12:29 +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
Chris Forbes
064b996ea2
slight tidy in nuke
2011-08-22 07:14:24 +12:00
Chris Forbes
a3994df925
queries dies
2011-03-17 22:09:10 +13:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Chris Forbes
cb3eca9d5f
remove unused NukeLaunch.Silo field
2011-01-09 14:26:32 +13:00
Paul Chote
9f38df013e
Target uses int2.
2011-01-07 20:21:47 +13:00
Chris Forbes
7b5a8cf089
#394 nuke without a launch site crashes -- fixed
2011-01-01 21:52:43 +13:00
Paul Chote
fc5830a687
Added int2.Clamp(Rectangle). All queries for map geometry use map.Bounds.
2010-11-24 12:24:48 +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
Bob
3f68330c70
pruning refs to Game.world
2010-08-20 17:46:58 +12:00
Bob
ae703d50b2
Actor.traits is implementation detail
2010-08-14 17:39:49 +12:00
Chris Forbes
718b0e7613
fix mslo nuke offset
2010-08-01 13:03:53 +12:00
Chris Forbes
31d5d18d65
undo ProjectileArgs stuff
2010-07-22 18:59:41 +12:00
alzeih
6be4e5c266
Combat.DoExplosion now takes a Target
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(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
Chris Forbes
3870be5122
fix various breakage in nuke code
2010-06-11 17:55:42 +12:00
Chris Forbes
9b11e79592
blame nuke damage on the player actor, not the silo, to prevent retaliation
2010-05-28 19:48:34 +12:00
Paul Chote
49b1870eaa
Nuke flash ( fixes #16 )
2010-05-26 21:26:49 +12:00
Paul Chote
9dc8422adf
Scriptable MSLO and shellmap win
2010-05-26 20:40:50 +12:00
Bob
9cbfd3914a
moved Nuke, Chronoshift into the mod dll.
2010-04-04 13:06:53 +12:00