Chris Forbes
a903cb2cbe
added ToString to int2 so it works nicely in debugger; fixed #49 map buildings
2009-10-31 19:02:51 +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
6306690730
Killed that fail TechTree, and added a new one to Rules.
2009-10-30 09:04:33 +13:00
Chris Forbes
7a5d75c393
bib is removed from smudge on building death
2009-10-29 22:31:41 +13:00
Bob
be39cdd054
map.Offset is no long necessary in so many places. (removed BS where world-coords != map-coords)
2009-10-29 22:10:54 +13:00
Chris Forbes
066ce1a203
explosions are more or less correct now
2009-10-29 22:04:04 +13:00
Bob
c0cb248bc1
Restructuring orders.
2009-10-28 22:06:39 +13:00
Bob
cc1be5b31c
Perf fixes for low unit-counts. Added sanity checks - not enabled by default.
2009-10-28 19:43:04 +13:00
Bob
9f237f2530
Fixes for small bugs.
2009-10-28 18:45:50 +13:00
Bob
222b72a679
Repath around blocking units or structures.
2009-10-28 17:59:09 +13:00
Chris Forbes
58f9347cb7
fixed attack causing units to vanish
2009-10-27 17:58:57 +13:00
Chris Forbes
0e32b5ca18
hacked around weird disappearing behavior for single units. group behavior is still pretty thoroughly borked
2009-10-27 08:40:55 +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
Bob
65f7f8c145
Fixed bug where units left influence behind in some circumstances.
2009-10-26 22:08:12 +13:00
Chris Forbes
0d62318688
most of the support for boats
2009-10-26 21:52:13 +13:00
Bob
384a3ee2e9
renamed in Mobile.CurrentAction: "Action" -> "Activity"
2009-10-26 18:57:12 +13:00
Bob
20fed17306
Refactored Mobile.MoveTo
2009-10-26 16:38:17 +13:00
Chris Forbes
6d1826245f
unit movement debug overlay + working blocking. still needs repath in some cases.
2009-10-26 14:06:06 +13:00
Chris Forbes
b0cf14b3eb
tidy
2009-10-26 13:44:31 +13:00
Chris Forbes
2058134380
unit/unit blocking works sensibly for first-half; a few glitches due to second-half
2009-10-26 13:04:16 +13:00
Chris Forbes
482273f604
moved directions to a shared place; fixed pathfinder to use the appropriate movement type
2009-10-26 10:46:41 +13:00
Chris Forbes
021e41a5bf
unit influence blocks building
2009-10-24 22:39:07 +13:00
Bob
5086f6ab51
Fixed bug where unit would occasionally "disappear" or face in an odd direction.
2009-10-24 20:48:36 +13:00
Chris Forbes
f6ae86bb53
fixed order canceling
2009-10-24 20:41:38 +13:00
Bob
0956748116
Merged
2009-10-24 19:49:27 +13:00
Bob
78c9ae53df
On orders, the mouse button is now considered part on issuing the order, not resolving it.
2009-10-24 19:42:54 +13:00
Chris Forbes
801c47daa6
war factory behavior is sortof sane, if glitchy
2009-10-24 19:41:16 +13:00
Chris Forbes
4aa172a7a7
war factory incredible hack
2009-10-24 19:28:16 +13:00
Bob
d25bd8550a
Added Cancel() to Mobile.CurrentAction. Added QueueAction to Mobile. Made Order.Apply use queue rather than SetNextAction.
2009-10-24 19:17:13 +13:00
Bob
d66475edcb
smooth unit-movement. Doesn't look right yet, but it's getting there.
2009-10-24 18:20:58 +13:00
Bob
06e6d50735
Improvements to Mobile to support smooth movement (like real-ra does it)
...
- McvDeploy got simpler.
- BUGFIX: Bullet no longer crashes when it damages a tree
2009-10-24 17:28:51 +13:00
Chris Forbes
ea3526a238
voicepool to avoid annoying me with the same sound over and over... and units now have a voice assigned.
2009-10-24 16:07:23 +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
Bob
cfa56a791d
Moved footprint info onto its building.
2009-10-20 23:55:57 +13:00
Chris Forbes
b3aa4bf60b
and a bit more
2009-10-20 20:52:24 +13:00
Chris Forbes
bca1479a66
removed a bit of duplication
2009-10-20 20:51:30 +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
Chris Forbes
9a6d730e7c
fixes bib on WEAP
2009-10-19 19:00:56 +13:00
Bob
5f2d89fd63
added AttackTurreted.
2009-10-18 23:51:00 +13:00
Chris Forbes
197483f973
fixed unit ack sound to only happen when *issuing* the order
2009-10-15 07:38:27 +13:00