Bob
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aebef4f1c8
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rename IIssueOrder2 -> IIssueOrder
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2010-10-07 22:07:13 +13:00 |
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Bob
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d3244184c1
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implement order targeter for everything else
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2010-10-07 22:07:13 +13:00 |
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Alli
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6d5918b11d
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Remove compiler warnings
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2010-10-02 14:30:54 +13:00 |
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Chris Forbes
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f402ec7898
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Revert "add IHasLocation"
This reverts commit 699b4b1154.
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2010-09-28 07:43:49 +13:00 |
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Bob
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699b4b1154
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add IHasLocation
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2010-09-26 18:17:23 +12:00 |
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Bob
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8e589e3c16
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fix infantry anims
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2010-09-22 13:32:58 +12:00 |
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Bob
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d8de477edb
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fix IdleAnimation. add IsAttacking to AttackBase
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2010-09-22 12:21:49 +12:00 |
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Caleb Anderson
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b62ee4d37c
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Fixed sequence crash
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2010-09-19 19:13:15 +12:00 |
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Paul Chote
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2a10af2007
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Fix z-offset
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2010-09-18 20:46:00 +12:00 |
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Paul Chote
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4cb26c0e3c
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Try again, with less fail.
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2010-09-18 20:46:00 +12:00 |
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Chris Forbes
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9848d1f403
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hack WEAP door z
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2010-09-17 20:21:22 +12:00 |
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Chris Forbes
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83eae029b7
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add explicit Z to Renderable. eating my hat, etc.
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2010-09-17 20:21:21 +12:00 |
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Paul Chote
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1785c4e4a8
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Support for arbitrary building art offset relative to footprint
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2010-09-17 20:18:14 +12:00 |
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Chris Forbes
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e0a4cb4763
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hack around some more z-glitches
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2010-09-17 19:00:07 +12:00 |
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Chris Forbes
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d29b068d59
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#140
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2010-09-13 07:44:11 +12:00 |
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Paul Chote
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2b6328f0ee
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Begin imposing sanity on order ordering
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2010-09-12 18:10:34 +12:00 |
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Paul Chote
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5396cad2b9
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Beefier building explosions (replicates real-cnc)
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2010-09-08 03:13:26 +12:00 |
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Paul Chote
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ff0c66e38c
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Idle animations for infantry. Enabled for cnc e3.
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2010-09-07 23:30:49 +12:00 |
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Paul Chote
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178af8b849
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cnc afld polish
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2010-08-30 21:56:21 +12:00 |
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Bob
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0e71af25f4
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remove Game.skipMakeAnims
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2010-08-20 17:14:20 +12:00 |
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Chris Forbes
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b1b75ecf2f
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fix wtf in spy
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2010-08-17 21:42:25 +12:00 |
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Chris Forbes
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b4068f0ac7
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msam polish -- contains some dirty hacks
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2010-08-15 21:11:38 +12:00 |
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Chris Forbes
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ac7bb3c71b
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use activity cursor rather than deploy for disguise
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2010-08-15 20:36:29 +12:00 |
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Chris Forbes
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3aa7ff5a6b
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fix various bugs in prev 2
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2010-08-15 20:29:09 +12:00 |
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Chris Forbes
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0b3414c46f
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disguise on self to lose it.
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2010-08-15 20:22:59 +12:00 |
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Chris Forbes
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fdcad8710b
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first cut at disguise
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2010-08-15 20:21:27 +12:00 |
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alzeih
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7a10ae3dea
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Some of fixing #36
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2010-08-15 00:07:27 +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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053f0f5c7f
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Refactoring + cnc weap
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2010-08-03 01:03:31 +12:00 |
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Paul Chote
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711378d352
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Polish cnc pyle & hand inf production; lays groundwork for future polish. Likely breaks every other production structure (untested).
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2010-08-02 23:35:35 +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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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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42683f5966
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start refactoring AttackBase
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2010-07-31 21:34:20 +12:00 |
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Paul Chote
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9b051a6624
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Remove some bs from buildings with multiple damage states; cnc civilian structure rubble persists after death.
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2010-07-31 01:50:09 +12:00 |
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Paul Chote
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62c2c3a1c6
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Fix damage transition sounds
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2010-07-30 22:24:43 +12:00 |
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Paul Chote
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8528c5d3a3
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Correct the ordering on DamageState
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2010-07-30 22:24:43 +12:00 |
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Paul Chote
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4cf0610fd9
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Change DamageState names
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2010-07-30 22:24:43 +12:00 |
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Paul Chote
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1459ec483c
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Rename ExtendedDamageState -> DamageState
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2010-07-30 22:24:43 +12:00 |
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Paul Chote
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028c5b5201
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Merge the two DamageState types
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2010-07-30 22:24:43 +12:00 |
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Paul Chote
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0580dc4adf
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Fix damaged-building artwork and don't show healthbar for dead units (cnc critical-building state)
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2010-07-30 10:11:33 +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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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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