Commit Graph

40 Commits

Author SHA1 Message Date
Chris Forbes
59c0791d93 renamed OpenRa.Game.* to OpenRa.*; a few other bits 2010-01-17 09:30:53 +13:00
Chris Forbes
df330f3151 fixing some more bits 2010-01-12 15:47:11 +13:00
Chris Forbes
99a61ca8d9 renamed Info to LegacyInfo, marked Obsolete. added NewUnitInfo ref as Info. 2010-01-10 18:28:24 +13:00
Chris Forbes
12b84a8468 finished building *Infos 2010-01-10 17:28:05 +13:00
Chris Forbes
fee63593d7 more traitinfos 2010-01-10 13:20:51 +13:00
Paul Chote
f3fd108a23 Refactor building power-down and Invulnerable effect. Introduces render bugs on state change (effects appearing/dissapearing a frame too late) 2010-01-08 01:26:30 +13:00
Alli
cadb3139fd tidier code 2010-01-06 20:58:38 +13:00
Alli
4b8cdcca4a remove null check 2010-01-06 20:52:38 +13:00
Alli
7579366f54 fix attack crashing game 2010-01-06 20:49:08 +13:00
Paul Chote
5fdba51536 Clarify method name 2010-01-04 21:12:35 +13:00
Paul Chote
88c3e21ed0 Selectively power-up/down buildings via chrome 2010-01-04 21:04:57 +13:00
Chris Forbes
a5d8dc5861 planes attacking works; post-attack glitches though 2009-12-29 17:40:35 +13:00
Chris Forbes
47f4815205 wtf removed 2009-12-27 23:15:53 +13:00
Chris Forbes
10431a5038 fixed chrisf/#6: base defenses attacking before finished 2009-12-19 09:33:14 +13:00
Chris Forbes
c6c30ebc95 base defenses with Powered=yes don't work in low power now. 2009-12-17 09:33:02 +13:00
Bob
74b7d21d4b renamed Actor.unitInfo to "Info"; other minor changes 2009-12-05 19:12:29 +13:00
Chris Forbes
bbbe23ae90 AttackBase in own file 2009-12-03 11:29:49 +13:00
Bob
7c1c0835e1 Traits can now resolve orders (ATM, they all resolve the orders they issue) 2009-11-25 20:42:03 +13:00
Bob
2aea110497 Facing -> new trait ("Unit") 2009-11-25 18:11:44 +13:00
Bob
c0fe3fa4c9 [More whitespace fixes] 2009-11-19 15:18:13 +13:00
Chris Forbes
7f25733176 fixes #88 2009-11-10 21:56:15 +13:00
Chris Forbes
2b4196a4ea foo 2009-11-09 23:50:43 +13:00
Chris Forbes
bf2a87f73e #25 fixed 2009-11-09 23:46:45 +13:00
Chris Forbes
b094b102d0 split side effect from CanAttack query 2009-11-09 23:30:07 +13:00
Chris Forbes
8cd7106e4f recoil! 2009-10-31 18:42:49 +13:00
Chris Forbes
4201f40f6b multiple turrets; turret offsets 2009-10-31 14:46:04 +13:00
Bob
c0cb248bc1 Restructuring orders. 2009-10-28 22:06:39 +13:00
Chris Forbes
ff26bd38c7 added pathing debug 2009-10-27 08:22:54 +13:00
Chris Forbes
01a3fc5c62 move to range actually uses weapon's range now 2009-10-27 00:32:11 +13:00
Chris Forbes
b4d75f6195 oops. a slight pathfinder cock-up. 2009-10-27 00:24:09 +13:00
Chris Forbes
25ca8e3057 fixed fixme 2009-10-27 00:08:14 +13:00
Bob
98bcfe3bce Oops 2009-10-26 23:57:30 +13:00
Bob
5ebf64f803 Separating Turret-specific parts out of AttackTurreted. 2009-10-26 23:55:47 +13:00
Bob
3ef0f90b00 Added attack order. Cursor is currently incorrect. 2009-10-26 23:25:35 +13:00
Chris Forbes
8249951b27 minor tidying 2009-10-22 23:33:51 +13:00
Chris Forbes
cfa20a04ed added IsDead property; made attack notice when the target is dead 2009-10-22 23:13:33 +13:00
Chris Forbes
a4c344523f pushed bibs down into the smudge layer; made Game static 2009-10-20 20:47:04 +13:00
Bob
707ba7d957 Locked frame times; SAM, GUN, AGUN work again.
- all frames are 40ms long. (except something in the sidebar, which should really be PlayFetchIndex anyway)
    - SAM, GUN, and AGUN no longer crash the game when built. (Turreted used Mobile, which those buildings don't have)
2009-10-20 00:57:50 +13:00
Bob
a7ce0f97d1 changes facing (and desireFacing) on Mobile and on Turreted. range is now 0..255 2009-10-19 23:45:14 +13:00
Bob
5f2d89fd63 added AttackTurreted. 2009-10-18 23:51:00 +13:00