Commit Graph

1475 Commits

Author SHA1 Message Date
Chris Forbes
5a3f5d9f3a move BuildState into BaseBuilder where it belongs 2011-08-21 19:37:22 +12:00
Chris Forbes
b95f49d6f3 remove pointless null checks for owner 2011-08-21 19:34:45 +12:00
Chris Forbes
ee2be405ca fix AppearsFriendlyTo/AppearsHostileTo 2011-08-21 19:31:20 +12:00
Chris Forbes
d75784df64 factor out build palette overlays; add timers 2011-08-21 14:26:28 +12:00
Chris Forbes
96860033fb #1121 fixed -- [Sync] and ISync inheritance rules made the same 2011-08-21 10:58:16 +12:00
Chris Forbes
8cc455d23f fix #1105; decloak sound was never used 2011-08-21 10:21:07 +12:00
Chris Forbes
a9d25b603c factor out duplicated hardcoded font in CashTick 2011-08-17 07:52:35 +12:00
Chris Forbes
e922051282 factor formatting code out of CashTick ctor 2011-08-17 07:52:35 +12:00
Chris Forbes
257bd6f431 fixed #849 -- forceMove plumbing removed, noone uses it. 2011-08-17 07:52:35 +12:00
Chris Forbes
67b4ef3084 #1108 changed BuildingInfo.WaterBound to a list of terraintypes. makes it possible to have buildings with custom terrain requirements 2011-08-17 07:52:35 +12:00
Chris Forbes
55ec88316a #1050 Extract generic PlayMusicOnMapLoad trait from cnc shellmap script 2011-08-17 07:52:34 +12:00
Chris Forbes
36f6e503ef clean up some of the noise in Move 2011-08-15 14:48:17 +12:00
Chris Forbes
a74fd17d39 remove a Turreted lookup every render for RenderBuildingTurreted 2011-08-15 14:32:10 +12:00
Chris Forbes
1aa80e0377 fix #960 -- HackyAI shouldn't put itself in low power so much. 2011-08-15 14:23:54 +12:00
Chris Forbes
5546e977a8 add audio feedback for Stop order 2011-08-13 15:01:42 +12:00
Chris Forbes
c4666df6b9 fix long line in Mobile 2011-08-13 15:01:41 +12:00
Chris Forbes
54df44d43a split recoil into PrimaryRecoil/SecondaryRecoil; make recovery rate configurable per turret; #1069 2011-08-13 15:01:41 +12:00
Chris Forbes
954b0a617f don't consider HideMapCrateAction if the player has GPS 2011-08-13 15:01:41 +12:00
Chris Forbes
ca385e41ea fix bogus file name for HideMapCrateAction 2011-08-13 15:01:41 +12:00
Chris Forbes
9f0f8d381f map scatter->move for audio; #1093 2011-08-13 15:01:41 +12:00
Chris Forbes
d3def71340 Add ReturnToBase (F) support for aircraft; #1084 2011-08-13 15:01:41 +12:00
Chris Forbes
663a323f29 remove trait lookup spam everywhere for IOccupySpace. 2011-08-13 15:01:41 +12:00
Chris Forbes
aff3111eac internals for #919 2011-08-13 15:01:41 +12:00
Curtis S
b6560e6026 Fixed #1090; pilots don't drop for dead players 2011-08-13 15:01:40 +12:00
Chris Forbes
f2867fbc61 UnregisterEvents functions do not need to be public 2011-08-13 15:01:40 +12:00
Chris Forbes
8d9f7b715d remove Lock Teams checkbox from RA lobby 2011-08-09 08:51:36 +12:00
Chris Forbes
9b9f13ed1b remove some duplication in LobbyLogic's color picker handling 2011-08-09 08:51:36 +12:00
Chris Forbes
e329c9dc55 fix some whitespace issues in LobbyLogic 2011-08-09 08:51:36 +12:00
Chris Forbes
89a209ff52 remove bogus FirstOrDefault + deref in Teleport; just use Trait<> 2011-08-09 08:51:36 +12:00
Chris Forbes
4e11702a99 fix #1088; gpsdot should not be given to opponents 2011-08-09 08:51:36 +12:00
Chris Forbes
2bf7cb1496 fix #1052; tidy up *Init; route initial turret facing for husks through new TurretFacingInit 2011-08-09 08:51:36 +12:00
Chris Forbes
096fe7759c fix ThrowsParticles/ThrowsParticle naming inconsistency 2011-08-09 08:51:35 +12:00
Chris Forbes
5a9cb18881 fix #1070; allow GiveCashCrateAction to generate a cashtick 2011-08-09 08:51:35 +12:00
Chris Forbes
fa78793927 fix #1057 -- bogus trait lookup in RenderUnitSpinner 2011-08-09 08:51:35 +12:00
Chris Forbes
ddc1311d87 Make RenderUnit require IFacing; RenderSimple can be used for crates, mines, etc; fix husk facing init 2011-08-09 08:51:35 +12:00
Chris Forbes
833533b4c3 fix #1056 2011-08-09 08:51:35 +12:00
Chris Forbes
7429c8ef89 don't look up IFacing (twice!) every frame for every actor with RenderUnit; fixes #1054 2011-08-09 08:51:35 +12:00
Paul Chote
c84f53c10d Extract tile overlays into a shp instead of rolling our own in code; Remove UIOverlay. Fixes #1061. 2011-07-27 21:48:32 +12:00
Paul Chote
08ed7f0316 Hook up empty/full harvester husk variants in RA. 2011-07-27 20:09:37 +12:00
Paul Chote
5fe5addc0c Make Harvester.Fullness an int 2011-07-27 20:00:23 +12:00
Paul Chote
d9174b7e3b Kill RenderSimple.OverrideTileset/OverrideImage. 2011-07-27 13:36:48 +12:00
Paul Chote
3972836cd6 Don't allow engineers to repair neutral structures, it conflicts with capturing. 2011-07-27 13:36:47 +12:00
Paul Chote
00ba03cbce Fix #1062 2011-07-27 13:36:46 +12:00
Paul Chote
648979c8ae Fix a crash in Demolish 2011-07-27 13:36:40 +12:00
Paul Chote
cf9ac8d801 Fix a dumb crash & avoid a trait lookup in DragHusk 2011-07-26 10:01:32 +12:00
Paul Chote
0a5f81c39e Drag husks to their final location. Fixes #730. 2011-07-25 23:50:11 +12:00
Paul Chote
49cbaeb1d2 Fix a crash when an infantry is crushed and killed by conventional means in the same tick. 2011-07-25 22:23:21 +12:00
Paul Chote
9270c9c6b7 Don't clear RA production queues whenever anything dies. 2011-07-25 22:23:21 +12:00
Paul Chote
eadf6fe6cf Rename RenderBuildingOre -> RenderBuildingSilo 2011-07-25 22:23:21 +12:00
Paul Chote
2231940056 Harvesters harvest the cell in front of them; fix harvester target lines; split harvester activities into their own (correctly named) files. 2011-07-25 22:23:21 +12:00