Paul Chote
57adaf46b0
Rewrite Aircraft movement using world coords.
2013-07-21 17:35:47 +12:00
Paul Chote
c3f04cc32e
Convert non-aircraft positioning to world coords.
...
This removes the incomplete and unused hover code
on Mobile, which would be more trouble that it is
currently worth to carry over.
2013-07-21 17:35:47 +12:00
Paul Chote
6a435752fd
Remove *PxPosition from IOccupySpace/IPositionable.
2013-07-21 17:35:46 +12:00
Paul Chote
19165d259d
Add world coord overloads to IOccupySpace and IPositionable.
2013-07-21 17:35:46 +12:00
Paul Chote
048bed0a5e
Rename ITeleportable -> IPositionable.
2013-07-21 17:35:41 +12:00
Paul Chote
ecc119cb29
Combine IHasLocation -> IOccupySpace, IMove -> ITeleportable.
2013-07-21 17:33:32 +12:00
Paul Chote
36a45d1a3f
Change Exit.SpawnOffsetVector to WVec.
2013-07-21 17:31:00 +12:00
Paul Chote
031c17ab9c
Helicopter style fixes.
2013-07-21 17:30:59 +12:00
Paul Chote
179f97a598
Convert helicopter activities to world coords.
2013-07-21 17:30:59 +12:00
Paul Chote
b92aa760d2
FlyAttack style fixes.
2013-07-21 17:30:58 +12:00
Paul Chote
a070629571
Convert plane activities to world coords.
2013-07-21 17:30:58 +12:00
Paul Chote
f18994f800
Add WVec.HorizontalLengthSquared to simplify range checks.
2013-07-21 17:30:58 +12:00
Paul Chote
27f04c1b78
Rename FindUnits -> FindActorsInBox.
2013-07-20 15:34:28 +12:00
Paul Chote
37c02fea79
Remove PPos overload of FindUnits.
2013-07-20 15:34:27 +12:00
Paul Chote
800acdbdf2
Rename FindUnitsInCircle -> FindActorsInCircle.
2013-07-20 15:34:27 +12:00
Paul Chote
e6865c5996
Remove PPos overload of FindUnitsInCircle.
2013-07-20 15:34:27 +12:00
Paul Chote
39d2095e54
Remove PPos overload of ClosestTo.
2013-07-20 15:34:27 +12:00
Paul Chote
11cebddaa9
Convert Sound.Play* to WPos.
2013-07-11 17:37:27 +12:00
Paul Chote
935b829532
Tidy TargetableUnit and subclasses.
2013-07-10 19:22:11 +12:00
Paul Chote
d0bed06765
Use WVec overload of Util.GetFacing where possible.
2013-07-08 21:52:27 +12:00
Paul Chote
7883b1bd7f
Convert Combat.DoExplosion to world coords.
2013-07-08 21:52:27 +12:00
Paul Chote
9eaeeffae9
CenterLocation.ToCPos() -> CenterPosition.ToCPos().
2013-07-08 21:52:26 +12:00
Paul Chote
ec9054ceb1
Use Target range checks in AutoTarget and dependencies.
2013-07-06 19:16:16 +12:00
Matthias Mailänder
11755798cc
Don't reserve airfields/helipads for husks that just fall down
...
fixes #3376
2013-06-16 12:43:41 +02:00
ScottNZ
5184cee3ca
Rework aircraft destruction to use husks instead of the original actor
2013-06-07 05:04:47 +12:00
Chris Forbes
33376b52bd
Merge pull request #3312 from ScottNZ/forcemove
...
Add force-move
2013-05-26 13:23:14 -07:00
Scott_NZ
ac430bd3bc
Add force-move
2013-05-18 17:52:36 +12:00
Paul Chote
79cbb7f729
Convert Parachute to world coords.
2013-05-17 18:12:27 +12:00
Matthias Mailänder
e38aea276c
removed now redundant debug aircraft traits
2013-05-10 22:32:05 +02:00
Paul Chote
55d5db0f02
Set produced unit position via an ActorInitializer. Fixes #3214 .
2013-05-04 12:11:43 +12:00
Matthias Mailänder
6f681dfe37
don't try to return to base if already dead, fixes #2503
2013-04-20 14:45:28 +02:00
Matthias Mailänder
0a82bfe552
format TODO: uniformly to auto-generate task list in MonoDevelop
2013-03-27 09:45:17 +01:00
Matthias Mailänder
72841a51e6
add shroud, creates shroud and reveals shroud to syncreport
2013-03-06 16:05:31 +01:00
Matthias Mailänder
233088077b
don't convert to float2 in ReturnToBase as it was int2 before
2013-02-28 21:59:18 +01:00
Matthias Mailänder
a59621910e
avoid floating point operation with heli fly int coordinates
2013-02-28 21:59:18 +01:00
Matthias Mailänder
05b6b59dad
use Combat.IsInRange instead of float2.WithinEpsilon for heli
2013-02-28 21:59:18 +01:00
Paul Chote
d6fcaafd78
Let parachute cargo render themselves.
...
This allows for tanks and other multi-sprite
actors to render correctly while dropping.
2013-02-25 21:10:16 +13:00
Carko
f256742a0d
Fixed repairing landed airplanes (most likely #2365 )
...
When an airplane was landed and ordered to another airstrip or service depot, the aproach distance was not properly calculated since it was not taken into effect that its current altitude is zero.
2013-01-03 11:36:11 +13:00
Chris Forbes
62257459fd
fix NRE in ReturnToBase bailout if no suitable building is found
2012-09-14 23:20:39 +12:00
Chris Forbes
ea641f081f
use ChooseAirfield in ReturnToBase.Tick bailout
2012-09-14 23:20:18 +12:00
Chris Forbes
a641c7a87d
add parameter to ReturnToBase.ChooseAirfield for whether the building must be unreserved
2012-09-14 23:14:02 +12:00
Matthias Mailänder
81f035904e
remove TODO list, use bug-tracker
2012-08-15 08:48:48 +12:00
James Dunne
2ff4a76955
Fixed zombie aircraft flying around after being told to fall to earth.
2012-06-27 22:02:29 -05:00
James Dunne
b127ae8027
Added sub-pixel position/vector types.
...
Updated Sync code to handle new sub-pixel types.
2012-06-21 19:41:12 -05:00
James Dunne
9c49143534
New types for cell and pixel coordinate position/vectors.
2012-06-21 15:36:59 -05:00
Curtis Shmyr
b8b9d34404
Aircraft can use friendly service depots/airfields/helipads
2012-02-13 09:11:32 +13:00
Chris Forbes
a566a372f5
(2/2) #1210 Remove QueueResupplyActivities entirely, just queue ResupplyAircraft
2011-12-03 10:16:10 +13:00
Chris Forbes
7b06e39390
(1/2) #1210 Untangling QueueResupplyActivities
2011-12-03 10:16:10 +13:00
Kenny Hoxworth
98d4af18a4
Don't cancel the FlyAttack activity if the activity has already been canceled. The Tick routine calls Cancel() on FlyAttack, which removes any NextActivity that may have been set by an outside listener. This is the case with a rare bug causing planes to be killed, removed from the playable game, but still existing in the game world.
2011-11-29 08:57:04 +13:00
Chris Forbes
6cb8ee1f9f
expose appropriate *Inits, and make them work in editor
2011-11-06 18:17:13 +13:00