Commit Graph

56 Commits

Author SHA1 Message Date
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
Chris Forbes
8cd7106e4f recoil! 2009-10-31 18:42:49 +13:00
Chris Forbes
4201f40f6b multiple turrets; turret offsets 2009-10-31 14:46:04 +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
7a5d75c393 bib is removed from smudge on building death 2009-10-29 22:31:41 +13:00
Bob
be39cdd054 map.Offset is no long necessary in so many places. (removed BS where world-coords != map-coords) 2009-10-29 22:10:54 +13:00
Chris Forbes
066ce1a203 explosions are more or less correct now 2009-10-29 22:04:04 +13:00
Bob
c0cb248bc1 Restructuring orders. 2009-10-28 22:06:39 +13:00
Bob
cc1be5b31c Perf fixes for low unit-counts. Added sanity checks - not enabled by default. 2009-10-28 19:43:04 +13:00
Bob
9f237f2530 Fixes for small bugs. 2009-10-28 18:45:50 +13:00
Bob
222b72a679 Repath around blocking units or structures. 2009-10-28 17:59:09 +13:00
Chris Forbes
58f9347cb7 fixed attack causing units to vanish 2009-10-27 17:58:57 +13:00
Chris Forbes
0e32b5ca18 hacked around weird disappearing behavior for single units. group behavior is still pretty thoroughly borked 2009-10-27 08:40:55 +13:00
Chris Forbes
ff26bd38c7 added pathing debug 2009-10-27 08:22:54 +13:00
Chris Forbes
01a3fc5c62 move to range actually uses weapon's range now 2009-10-27 00:32:11 +13:00
Chris Forbes
b4d75f6195 oops. a slight pathfinder cock-up. 2009-10-27 00:24:09 +13:00
Chris Forbes
25ca8e3057 fixed fixme 2009-10-27 00:08:14 +13:00
Bob
98bcfe3bce Oops 2009-10-26 23:57:30 +13:00
Bob
5ebf64f803 Separating Turret-specific parts out of AttackTurreted. 2009-10-26 23:55:47 +13:00
Bob
3ef0f90b00 Added attack order. Cursor is currently incorrect. 2009-10-26 23:25:35 +13:00
Bob
65f7f8c145 Fixed bug where units left influence behind in some circumstances. 2009-10-26 22:08:12 +13:00
Chris Forbes
0d62318688 most of the support for boats 2009-10-26 21:52:13 +13:00
Bob
384a3ee2e9 renamed in Mobile.CurrentAction: "Action" -> "Activity" 2009-10-26 18:57:12 +13:00
Bob
20fed17306 Refactored Mobile.MoveTo 2009-10-26 16:38:17 +13:00
Chris Forbes
6d1826245f unit movement debug overlay + working blocking. still needs repath in some cases. 2009-10-26 14:06:06 +13:00
Chris Forbes
b0cf14b3eb tidy 2009-10-26 13:44:31 +13:00
Chris Forbes
2058134380 unit/unit blocking works sensibly for first-half; a few glitches due to second-half 2009-10-26 13:04:16 +13:00
Chris Forbes
482273f604 moved directions to a shared place; fixed pathfinder to use the appropriate movement type 2009-10-26 10:46:41 +13:00
Chris Forbes
021e41a5bf unit influence blocks building 2009-10-24 22:39:07 +13:00
Bob
5086f6ab51 Fixed bug where unit would occasionally "disappear" or face in an odd direction. 2009-10-24 20:48:36 +13:00
Chris Forbes
f6ae86bb53 fixed order canceling 2009-10-24 20:41:38 +13:00
Bob
0956748116 Merged 2009-10-24 19:49:27 +13:00
Bob
78c9ae53df On orders, the mouse button is now considered part on issuing the order, not resolving it. 2009-10-24 19:42:54 +13:00
Chris Forbes
801c47daa6 war factory behavior is sortof sane, if glitchy 2009-10-24 19:41:16 +13:00
Chris Forbes
4aa172a7a7 war factory incredible hack 2009-10-24 19:28:16 +13:00
Bob
d25bd8550a Added Cancel() to Mobile.CurrentAction. Added QueueAction to Mobile. Made Order.Apply use queue rather than SetNextAction. 2009-10-24 19:17:13 +13:00
Bob
d66475edcb smooth unit-movement. Doesn't look right yet, but it's getting there. 2009-10-24 18:20:58 +13:00
Bob
06e6d50735 Improvements to Mobile to support smooth movement (like real-ra does it)
- McvDeploy got simpler.
    - BUGFIX: Bullet no longer crashes when it damages a tree
2009-10-24 17:28:51 +13:00
Chris Forbes
ea3526a238 voicepool to avoid annoying me with the same sound over and over... and units now have a voice assigned. 2009-10-24 16:07:23 +13:00
Chris Forbes
8249951b27 minor tidying 2009-10-22 23:33:51 +13:00
Chris Forbes
cfa20a04ed added IsDead property; made attack notice when the target is dead 2009-10-22 23:13:33 +13:00
Bob
cfa56a791d Moved footprint info onto its building. 2009-10-20 23:55:57 +13:00
Chris Forbes
b3aa4bf60b and a bit more 2009-10-20 20:52:24 +13:00
Chris Forbes
bca1479a66 removed a bit of duplication 2009-10-20 20:51:30 +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
Bob
a7ce0f97d1 changes facing (and desireFacing) on Mobile and on Turreted. range is now 0..255 2009-10-19 23:45:14 +13:00
Chris Forbes
9a6d730e7c fixes bib on WEAP 2009-10-19 19:00:56 +13:00
Bob
5f2d89fd63 added AttackTurreted. 2009-10-18 23:51:00 +13:00
Chris Forbes
197483f973 fixed unit ack sound to only happen when *issuing* the order 2009-10-15 07:38:27 +13:00