- Each player has their own shroud and their visibility does not extend outside of the shroud. - Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored. - GPS will provide visibility in the fog-of-war. - Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
448 lines
21 KiB
XML
448 lines
21 KiB
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<Compile Include="Widgets\MoneyBinWidget.cs" />
|
|
<Compile Include="Widgets\OrderButtonWidget.cs" />
|
|
<Compile Include="Widgets\PowerBinWidget.cs" />
|
|
<Compile Include="Widgets\RadarBinWidget.cs" />
|
|
<Compile Include="Widgets\RadarWidget.cs" />
|
|
<Compile Include="Widgets\StrategicProgressWidget.cs" />
|
|
<Compile Include="Widgets\SupportPowerBinWidget.cs" />
|
|
<Compile Include="Widgets\WorldCommandWidget.cs" />
|
|
<Compile Include="Widgets\WorldTooltipWidget.cs" />
|
|
<Compile Include="World\ChooseBuildTabOnSelect.cs" />
|
|
<Compile Include="World\ResourceClaim.cs" />
|
|
<Compile Include="World\ResourceClaimLayer.cs" />
|
|
<Compile Include="World\PlayMusicOnMapLoad.cs" />
|
|
<Compile Include="World\SmudgeLayer.cs" />
|
|
<Compile Include="Player\BaseAttackNotifier.cs" />
|
|
<Compile Include="Player\HarvesterAttackNotifier.cs" />
|
|
<Compile Include="InfiltrateForExploration.cs" />
|
|
<Compile Include="InfiltrateForCash.cs" />
|
|
<Compile Include="RenderShroudCircle.cs" />
|
|
<Compile Include="Widgets\Logic\CheatsLogic.cs" />
|
|
<Compile Include="CloakPaletteEffect.cs" />
|
|
</ItemGroup>
|
|
<ItemGroup>
|
|
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
|
|
<Project>{BDAEAB25-991E-46A7-AF1E-4F0E03358DAA}</Project>
|
|
<Name>OpenRA.FileFormats</Name>
|
|
<Private>False</Private>
|
|
</ProjectReference>
|
|
<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">
|
|
<Project>{0DFB103F-2962-400F-8C6D-E2C28CCBA633}</Project>
|
|
<Name>OpenRA.Game</Name>
|
|
<Private>False</Private>
|
|
</ProjectReference>
|
|
</ItemGroup>
|
|
<ItemGroup>
|
|
<BootstrapperPackage Include="Microsoft.Net.Client.3.5">
|
|
<Visible>False</Visible>
|
|
<ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
|
|
<Install>false</Install>
|
|
</BootstrapperPackage>
|
|
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
|
|
<Visible>False</Visible>
|
|
<ProductName>.NET Framework 3.5 SP1</ProductName>
|
|
<Install>true</Install>
|
|
</BootstrapperPackage>
|
|
<BootstrapperPackage Include="Microsoft.Windows.Installer.3.1">
|
|
<Visible>False</Visible>
|
|
<ProductName>Windows Installer 3.1</ProductName>
|
|
<Install>true</Install>
|
|
</BootstrapperPackage>
|
|
</ItemGroup>
|
|
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
|
|
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
|
Other similar extension points exist, see Microsoft.Common.targets.
|
|
<Target Name="BeforeBuild">
|
|
</Target>
|
|
<Target Name="AfterBuild">
|
|
</Target>
|
|
-->
|
|
<PropertyGroup>
|
|
<PostBuildEvent>mkdir "$(SolutionDir)mods/ra/"
|
|
copy "$(TargetPath)" "$(SolutionDir)mods/ra/"
|
|
cd "$(SolutionDir)"</PostBuildEvent>
|
|
</PropertyGroup>
|
|
</Project>
|