Commit Graph

45 Commits

Author SHA1 Message Date
Paul Chote
6821238710 Extendable palette definitions. Contains many regressions, bugs and general hacks 2010-02-05 11:02:41 +13:00
Paul Chote
f0ae162fb0 New extendable mechanism for disabling units 2010-01-25 20:19:02 +13:00
Chris Forbes
38e7590422 MRJ works; moved ProvidesRadar.IsActive update to Tick to avoid desync if any other actor code relies on it. 2010-01-23 10:37:53 +13:00
Bob
6688716aa5 find/replace "Game.world." -> "self.World." in all traits and activities. 2010-01-21 13:15:05 +13:00
Bob
510a30b13d rewrote IsCloseEnoughToBase; it works PROPERLY now. removed dead code in BIM. fixed wrong default in BuildingInfo. 2010-01-18 15:02:03 +13:00
Chris Forbes
e160825398 RA special infantry all in mod dll now 2010-01-17 10:40:51 +13:00
Chris Forbes
59c0791d93 renamed OpenRa.Game.* to OpenRa.*; a few other bits 2010-01-17 09:30:53 +13:00
Bob
a3e071c60f moved InitialFacing from OwnedActor to Unit 2010-01-13 11:54:20 +13:00
Bob
4a004eda0f fixed Building.unitInfo 2010-01-12 20:18:36 +13:00
Bob
b21e1adc2d Fixing uses of legacyInfo.WaterBound 2010-01-12 19:31:06 +13:00
Bob
4ddf03fc64 // yes, that is how real-ra does it. 2010-01-12 16:28:39 +13:00
Chris Forbes
df330f3151 fixing some more bits 2010-01-12 15:47:11 +13:00
Chris Forbes
5faa1ea724 more 2010-01-11 19:07:22 +13:00
Chris Forbes
4b19f1dfe5 sight moved to Unit/Building 2010-01-11 18:37:35 +13:00
Chris Forbes
e7f9023aca started porting traits to use new trait args. 2010-01-10 18:55:10 +13:00
Chris Forbes
99a61ca8d9 renamed Info to LegacyInfo, marked Obsolete. added NewUnitInfo ref as Info. 2010-01-10 18:28:24 +13:00
Chris Forbes
12b84a8468 finished building *Infos 2010-01-10 17:28:05 +13:00
Bob
b24983f0ef basic Sync checking. No protocol stuff yet; just checks that input events are well-behaved. 2010-01-09 14:25:54 +13:00
Chris Forbes
c344045955 split IOrder 2010-01-09 11:49:12 +13:00
Paul Chote
b570f3c9a7 Pedantic about wording 2010-01-08 01:32:50 +13:00
Paul Chote
f3fd108a23 Refactor building power-down and Invulnerable effect. Introduces render bugs on state change (effects appearing/dissapearing a frame too late) 2010-01-08 01:26:30 +13:00
Paul Chote
0e05f4db5c Iron Curtain and Powerdown palette effects 2010-01-08 00:45:41 +13:00
Paul Chote
b4f097c23c Audio feedback on powerdown/up 2010-01-05 00:18:29 +13:00
Paul Chote
ac18d0ab44 Temporarily hack in a powerdown effect until we do it properly 2010-01-05 00:08:05 +13:00
Paul Chote
5fdba51536 Clarify method name 2010-01-04 21:12:35 +13:00
Paul Chote
88c3e21ed0 Selectively power-up/down buildings via chrome 2010-01-04 21:04:57 +13:00
Chris Forbes
6b1857e0b6 use RepairIndicator rather than renderer hack 2010-01-02 17:52:24 +13:00
Alli
3b53f692df repairing buildings mostly complete 2010-01-02 17:20:08 +13:00
Chris Forbes
27e47cd066 more wiring for selling 2010-01-02 12:40:09 +13:00
Chris Forbes
96728262e6 fix dumb building/tree placement stuff 2009-12-22 23:05:49 +13:00
Chris Forbes
07b5b4c164 revamp of damage notifs; added Explodes 2009-12-19 10:42:35 +13:00
Chris Forbes
bcea1f01b0 power tracks damaged/destroyed correctly 2009-12-08 20:33:54 +13:00
Bob
74b7d21d4b renamed Actor.unitInfo to "Info"; other minor changes 2009-12-05 19:12:29 +13:00
Chris Forbes
2435e48a82 trimming 'using' crap 2009-12-05 14:23:59 +13:00
Chris Forbes
cf54a47b0c TreeCache dies; trees & MINE have unitinfo 2009-12-03 18:59:11 +13:00
Chris Forbes
da84b66424 moved inner classes out of UnitInfo for brevity. added money-up and money-down sounds. added slow view of money changes, like real-ra. 2009-11-29 15:26:55 +13:00
Bob
c285f1d210 Cleaned up some casts. (BuildingInfo) 2009-11-14 02:57:52 +13:00
Matthew Bowra-Dean
abac3bd59d Seperated power into 'power provided' and 'power consumed' 2009-11-10 19:01:40 +13:00
Matthew Bowra-Dean
a96a7523c8 Beginnings of building power tracking 2009-11-09 21:57:42 +13:00
Chris Forbes
a903cb2cbe added ToString to int2 so it works nicely in debugger; fixed #49 map buildings 2009-10-31 19:02:51 +13:00
Bob
6306690730 Killed that fail TechTree, and added a new one to Rules. 2009-10-30 09:04:33 +13:00
Chris Forbes
a4c344523f pushed bibs down into the smudge layer; made Game static 2009-10-20 20:47:04 +13:00
Bob
707ba7d957 Locked frame times; SAM, GUN, AGUN work again.
- all frames are 40ms long. (except something in the sidebar, which should really be PlayFetchIndex anyway)
    - SAM, GUN, and AGUN no longer crash the game when built. (Turreted used Mobile, which those buildings don't have)
2009-10-20 00:57:50 +13:00
Matthew Bowra-Dean
fe78e22747 Fixed the building placement to have the cursor in the centre. Replaced magic numbers with Game.CellSize
Using the building footprint, the placement overlay is offset from the cursor so the cursor is in the approximate middle of the overlay (not precisely due to overlay snapping to tiles). The tile size (24) was used as a magic number in a lot of places, they have been replaced with Game.CellSize.
2009-10-15 03:16:44 +13:00
Chris Forbes
3b1558d678 splitting traits into own files 2009-10-13 21:11:21 +13:00