Commit Graph

41 Commits

Author SHA1 Message Date
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
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"
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
(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