Bob
7a738ed6af
move CYard trait and UndeployMCV activity into mod
2010-07-08 15:34:21 +12:00
Bob
6a840dff4c
move ActorGroupProxy to mod; move SupportPower traits into directory
2010-07-08 14:01:44 +12:00
Paul Chote
d04d943fe5
Remove some redundant logging
2010-07-07 23:13:27 +12:00
Chris Forbes
2ed8045736
remove DeathWeapon; IExplodeModifier implemented for resource actors (and for V2, which was the original purpose)
2010-07-07 18:32:45 +12:00
Chris Forbes
5bec019d55
add RALint checking to nearly everything
2010-07-01 18:57:10 +12:00
Chris Forbes
2d9e5c6fcd
remove spam on loading RA MIX headers; add some more bits to RALint
2010-07-01 18:31:13 +12:00
Chris Forbes
51079f0876
add LevelUpCrateAction
2010-06-30 18:33:19 +12:00
Chris Forbes
c605a35ab0
only kill units on bridge death which cannot exist on their cell(s)' new terrain types
2010-06-30 18:11:39 +12:00
Paul Chote
272e03603a
Kill any units on a bridge piece when it dies. Todo: need to mask the death regions for cnc bridges
2010-06-28 13:05:52 +12:00
Paul Chote
f37a4ec9ed
Add bridges to cnc
2010-06-27 17:50:05 +12:00
Paul Chote
25f2268f58
Bridge destruction etc works
2010-06-27 15:58:57 +12:00
Paul Chote
c5718456fd
First half of bridge overhaul
2010-06-27 10:59:01 +12:00
Paul Chote
9a34b049a8
Reverse ra bridge metadata
2010-06-26 22:23:05 +12:00
Paul Chote
08ee425415
Fix some stupid bugs; remove hardcoded references to water/ore/tree terraintypes
2010-06-26 12:02:30 +12:00
Paul Chote
bf6b2da1a8
Unhardcode terrain types. Needs a bit more work re initialization and bridges
2010-06-26 10:55:29 +12:00
Paul Chote
cf265c8b58
Fix ra
2010-06-25 23:07:11 +12:00
Paul Chote
2373528ad9
Kill UnitMovementType; bs-free crate spawning; fix "DOME crash" (caused by crate not IOccupying space); add money and hide-map crates to cnc
2010-06-25 21:58:09 +12:00
Paul Chote
7c3a10396c
New crush code, now with less bs
2010-06-25 20:57:06 +12:00
Paul Chote
00b91bd7ad
Reimplement ICustomTerrain with far less bs
2010-06-25 19:26:08 +12:00
Paul Chote
29fa9e3aeb
Shift movement cost/speed into IMove; regressions in a few areas
2010-06-25 17:05:56 +12:00
Paul Chote
6a5869f2c6
Begin cleaning up terraintypes/movetypes
2010-06-25 15:52:12 +12:00
Paul Chote
7ac8d0cf59
Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.
...
Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes
Also add a few files I forgot from previous patches
2010-06-25 13:53:37 +12:00
Paul Chote
0aeca2aadc
Helicopters use pathfinder
2010-06-24 21:51:22 +12:00
Paul Chote
37cf30a097
Refactor Mobile.TeleportTo -> IMove.SetPosition
2010-06-24 21:51:22 +12:00
Paul Chote
3e664779ef
Remove a bunch of unnecessary caching
2010-06-24 21:51:22 +12:00
Paul Chote
b7c8e55d14
Some initial hacks towards multiple-infantry-per-cell. Make the pathfinder smart enough to do what we need, and remove a *lot* of stupid duplication. Needs more work.
2010-06-24 21:51:22 +12:00
Chris Forbes
b8093b7f6c
removing a bunch of excessively low-level pixel -> cell conversions
2010-06-24 21:51:21 +12:00
Chris Forbes
2dcc85f608
fix aircraft so it actually works again
2010-06-24 21:51:21 +12:00
Paul Chote
7d717592c7
Rename IMovement -> IMove; Move GetCurrentPath from Mobile to IMove and implement for aircraft; fix regressions in Helicopter (ITick) and remove unused cruft from Aircraft (IOccupySpace).
2010-06-24 21:51:21 +12:00
Paul Chote
bdb77501f7
More Helicopter polish
2010-06-24 21:51:21 +12:00
Chris Forbes
5242854892
unfail crates
2010-06-20 13:22:23 +12:00
Chris Forbes
75bfedecb2
more heli polish (paul)
2010-06-19 15:06:02 +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
Chris Forbes
33971c06a6
fix crash in Activities.Repair
2010-06-16 22:42:22 +12:00
Paul Chote
a0e4e40eaf
Fix e6
2010-06-16 21:13:20 +12:00
Paul Chote
01e95b67d6
Restore ra proc behavior
2010-06-16 20:00:38 +12:00
Paul Chote
5ed8113d8e
Steal docked harv on proc capture (needs multiplayer testing); framework for canceling dock on proc death/sell (needs further activity changes)
2010-06-16 19:47:15 +12:00
Paul Chote
f0a2bf128c
Harvesters return to last used field
2010-06-16 19:22:59 +12:00
Paul Chote
5822caf7a8
Fix cancellation issues and animation flicker
2010-06-16 10:37:54 +12:00
Paul Chote
88df9ecaa2
Implement cnc harv/proc dock sequence and kill unnecessary duplication. Bad things happen if sequence is interrupted by another order (eg invisible harv).
...
Still todo: Make sequence non-interruptible; engineer steals harv docked with proc; the "right thing" if proc is sold/destroyed with harv docked.
2010-06-16 00:33:09 +12:00
Paul Chote
5f83f97747
Link harvesters with refineries.
2010-06-15 20:05:49 +12:00
Paul Chote
48cf08dc7d
proc comes with 2 free silos; fix silo/proc prereq
2010-06-15 11:17:36 +12:00
Paul Chote
e3de3cc0d2
Make c17 invulnerable
2010-06-15 11:17:36 +12:00
Paul Chote
06a78cd73d
Deathweapon capability, refactoring, and Pip polishing on Silo, Proc, Harv. Lose ore on silo death.
2010-06-14 22:15:43 +12:00
Paul Chote
d36c8deb97
Fix Explodes
2010-06-14 21:36:52 +12:00
Paul Chote
24edba34a7
Remove thief; transfer ore along with stolen silo/proc.
2010-06-14 20:59:35 +12:00
Paul Chote
de6434c0f1
Use the same model for ra (but let proc hold ore as before)
2010-06-13 22:00:39 +12:00
Paul Chote
640ac9b8e6
Trial a new resource model in cnc
2010-06-13 22:00:05 +12:00
Paul Chote
3b4753d9a8
Fix aircraft targeting; add veterancy
2010-06-13 17:00:18 +12:00