Commit Graph

32 Commits

Author SHA1 Message Date
Bob
ae703d50b2 Actor.traits is implementation detail 2010-08-14 17:39:49 +12:00
Bob
10b7ece62e new mapactor init stuff 2010-08-01 19:38:39 +12:00
Paul Chote
bd979f65b8 Kill Unit trait; Radar signature tweaks 2010-08-01 01:26:59 +12:00
Paul Chote
1459ec483c Rename ExtendedDamageState -> DamageState 2010-07-30 22:24:43 +12:00
Paul Chote
028c5b5201 Merge the two DamageState types 2010-07-30 22:24:43 +12:00
Paul Chote
bce9791b56 Fix building repair; Kill GlobalDefaults. 2010-07-30 00:41:55 +12:00
Paul Chote
6fba888d45 Shift Actor.Health onto a trait.
Known regressions:
 - cnc only
 - health bar colors
 - can't repair buildings
2010-07-30 00:33:44 +12:00
Paul Chote
7a4fa93ce9 Introduce a Targetable trait; Subs can attack bridges; May introduce subtle bugs due to previous stupid assumption that !selectable == !attackable. 2010-07-28 22:57:14 +12:00
Paul Chote
f9f6720437 Hook up Building.Capturable and remove unused field 2010-07-28 22:28:52 +12:00
Paul Chote
eaa80fab74 Shift Sight onto its own trait. Only cnc for now. 2010-07-28 21:37:43 +12:00
Paul Chote
8fab45ae39 Move Cloak, HiddenUnderFog, FrozenUnderFog into Mods.RA; Simplify a pile of related stuff. 2010-07-28 21:11:50 +12:00
Paul Chote
6854d9853b Kill Crewed and move WaterBound onto building 2010-07-28 20:48:50 +12:00
Paul Chote
9a704e69b2 Shift RevealsShroud onto Unit; fix "vehicles don't update shroud" regression in last 2010-07-27 21:19:16 +12:00
Paul Chote
5ce8a643a7 ... 2010-07-22 20:40:24 +12:00
Paul Chote
a09a6997b4 Radar takes into account visibility under fog 2010-07-22 20:26:19 +12:00
Paul Chote
f7212ef757 Correct bridge / tree / mine color 2010-07-22 19:50:41 +12:00
Paul Chote
a234dd4382 New interface for things that show on radar; groundwork for future patches. 2010-07-22 19:50:41 +12:00
Chris Forbes
d5f12dd8ee trim down license spam in all files 2010-07-18 16:48:21 +12:00
Chris Forbes
66adbee2a6 moving Actor.Location onto the appropriate traits (bob) 2010-06-19 14:37:06 +12:00
Chris Forbes
db465e1fdd ActorInitializer, in preparation for next change (bob) 2010-06-19 14:28:30 +12:00
Paul Chote
331706d75e Fix crash on repair non-buildables (fact,proc). Allow special powers to depend on them too. 2010-06-17 23:48:00 +12:00
Chris Forbes
dd52aa1728 positional sound! 2010-05-13 08:44:46 +12:00
Chris Forbes
46e465cf33 resources moved off player onto a synced trait 2010-05-12 18:29:25 +12:00
Chris Forbes
3f25163b39 better sound match for wall destruction 2010-05-06 19:41:21 +12:00
Paul Chote
fd5539d110 Reimplement Bibs 2010-04-09 14:50:57 +12:00
Chris Forbes
10e7afc10c wired up Explodes again; categories != targettypes 2010-04-02 16:45:12 +13:00
Chris Forbes
38605faecf much simpler rules loader 2010-04-02 16:45:03 +13:00
alzeih
dca052dbc8 FIX uses unit repair values with RepairsUnits trait, Buildings use right repair values, nuke unused GeneralInfo 2010-04-02 16:21:33 +13:00
alzeih
3123b4d83b Migration to World.Defaults complete (for RA) 2010-04-02 02:16:20 +13:00
Paul Chote
5a42519422 cnc fixes:
* Hardcoded audio crashes
	* Implemented remaining vehicles
	* Fix weapon stats
2010-03-05 19:57:20 +13:00
Chris Forbes
d297c58610 removed static carp from ScreenShaker 2010-02-27 22:16:55 +13:00
alzeih
7881deca30 Everything is now OpenRA, not OpenRa 2010-02-27 21:10:22 +13:00