Chris Forbes
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56a8653bc6
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#582 dont use water explosions for impacts ABOVE water
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2011-03-12 23:41:28 +13:00 |
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Paul Chote
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094907c1a9
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Update copyright header. Normalize line endings to LF.
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2011-02-13 10:38:57 +13:00 |
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Paul Chote
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9f38df013e
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Target uses int2.
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2011-01-07 20:21:47 +13:00 |
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Bob
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9a2cdcde11
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move Selectable.Radius into Health
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2010-11-06 14:35:26 +13:00 |
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Bob
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80caf1818b
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fix off-by-one in IsInRange. use CenterLocation in combat code where appropriate
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2010-11-05 19:50:17 +13:00 |
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Bob
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a77b7af5fd
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add Target overload for IsInRange
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2010-11-05 19:50:16 +13:00 |
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Bob
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ecf41722c3
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rename TargetableSquares -> TargetableCells
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2010-11-05 19:50:16 +13:00 |
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Bob
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39b09780f6
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refactor Targetable into Targetable{Unit,Building} and ITargetable
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2010-11-05 19:50:15 +13:00 |
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Bob
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50b1ba3acc
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attack if in range of any cell of a building
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2010-11-05 19:50:15 +13:00 |
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Chris Forbes
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999eef2ec9
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#157 explosions weren't taking altitude into account
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2010-10-16 09:30:32 +13:00 |
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pdovy
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e883e63c87
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fixed bug where cloakable units were not targetable when uncloaked. removed ITargetable interface in favor of using the Targetable trait. fixed warnings in child classes of Targetable.
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2010-10-15 18:13:01 +13:00 |
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Bob
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1c1483377c
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remove ref to Game.world in Combat
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2010-10-12 17:24:19 +13:00 |
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Chris Forbes
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cecdd73e08
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destroy ore in all smudged cells
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2010-10-06 18:37:32 +13:00 |
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alzeih
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6478276064
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make cnc nuke leave full area of smudge
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2010-09-03 21:47:24 +12:00 |
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Chris Forbes
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ce0e671ac5
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fix obvious failures.
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2010-08-26 19:53:21 +12:00 |
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Paul Chote
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7f191887ec
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Revamp cloak model
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2010-08-15 06:18:46 +12:00 |
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Bob
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ae703d50b2
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Actor.traits is implementation detail
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2010-08-14 17:39:49 +12:00 |
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Paul Chote
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d29e3f3f0e
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Split facing into its own interface; fix husks
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2010-08-01 01:01:31 +12:00 |
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Paul Chote
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207ee49da3
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Move Facing and Altitude onto IMove impls, with associated pile of cleanups
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2010-08-01 01:01:31 +12:00 |
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Chris Forbes
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750275d08f
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reduce crap a little more
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2010-07-31 23:24:32 +12:00 |
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Chris Forbes
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6c6da12dd6
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fix local offset -> screen space transform to work as advertised
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2010-07-31 23:01:56 +12:00 |
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Chris Forbes
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0b20d1366a
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eliminate old form of GetTurretPosition
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2010-07-31 22:33:54 +12:00 |
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Chris Forbes
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fa245aaa08
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introduce collection of Turrets on AttackBase, too -- turret sharing w/ recoil works again
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2010-07-31 22:19:29 +12:00 |
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Chris Forbes
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9a218f7b52
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GetPrimaryWeapon() dies too.
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2010-07-31 21:34:24 +12:00 |
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Chris Forbes
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9fcc739cd5
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more... Combat.GetSecondaryWeapon() dies, etc
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2010-07-31 21:34:23 +12:00 |
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Chris Forbes
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b8421ba655
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move more combat bits around
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2010-07-31 21:34:22 +12:00 |
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Paul Chote
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6fba888d45
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Shift Actor.Health onto a trait.
Known regressions:
- cnc only
- health bar colors
- can't repair buildings
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2010-07-30 00:33:44 +12:00 |
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Paul Chote
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7a4fa93ce9
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Introduce a Targetable trait; Subs can attack bridges; May introduce subtle bugs due to previous stupid assumption that !selectable == !attackable.
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2010-07-28 22:57:14 +12:00 |
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Paul Chote
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6854d9853b
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Kill Crewed and move WaterBound onto building
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2010-07-28 20:48:50 +12:00 |
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Chris Forbes
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31d5d18d65
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undo ProjectileArgs stuff
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2010-07-22 18:59:41 +12:00 |
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alzeih
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6be4e5c266
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Combat.DoExplosion now takes a Target
(needs more refactoring)
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2010-07-22 16:00:14 +12:00 |
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Chris Forbes
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73b6eb568b
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more of attack-ground (order wiring, etc); doesn't work.
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2010-07-22 08:26:52 +12:00 |
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Chris Forbes
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5c61c9d3a9
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migrating most things to use the Target struct rather than Actor directly.
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2010-07-22 08:26:51 +12:00 |
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Chris Forbes
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d5f12dd8ee
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trim down license spam in all files
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2010-07-18 16:48:21 +12:00 |
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Bob
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fb6c44bce3
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move render{building,buildingturreted,unit} into mods.ra; move all render traits into mods.ra.render
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2010-07-08 17:24:12 +12:00 |
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Bob
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281d013c3b
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move Combat, AttackBase, and associates into mod
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2010-07-08 16:38:58 +12:00 |
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