September 16th patch update
DLL version incremented Beacon functionality added Support for loading screen match preview display Placeholder handling of new key-bindable mod commands
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68 changed files with 1313 additions and 267 deletions
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@ -2132,7 +2132,61 @@ static AnimTypeClass const Flag(
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0, // Loop start frame number.
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-1, // Ending frame of loop back.
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-1, // Number of animation stages.
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-1, // Number of times the animation loops.
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-1, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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);
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static AnimTypeClass const Beacon(
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ANIM_BEACON, // Animation number.
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"MOVEFLSH", // Data name of animation.
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21, // Maximum dimension of animation.
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0, // Biggest animation stage.
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true, // Theater specific art imagery?
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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false, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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false, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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0, // Starting frame number.
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0, // Loop start frame number.
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-1, // Ending frame of loop back.
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1, // Number of animation stages.
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-1, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE,
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-1, // Virtual stages
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0x100, // Virtual scale
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NULL, // Virtual name
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ANIM_BEACON_VIRTUAL // Virtual anim
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);
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static AnimTypeClass const BeaconVirtual(
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ANIM_BEACON_VIRTUAL, // Animation number.
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"BEACON", // Data name of animation.
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21, // Maximum dimension of animation.
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0, // Biggest animation stage.
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false, // Theater specific art imagery?
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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false, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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false, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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0, // Starting frame number.
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0, // Loop start frame number.
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-1, // Ending frame of loop back.
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1, // Number of animation stages.
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-1, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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);
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@ -2450,6 +2504,7 @@ void AnimTypeClass::Init_Heap(void)
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new AnimTypeClass(ParaBomb);
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new AnimTypeClass(MineExp1);
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new AnimTypeClass(Flag);
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new AnimTypeClass(Beacon);
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#ifdef FIXIT_ANTS
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new AnimTypeClass(Ant1Death);
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new AnimTypeClass(Ant2Death);
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@ -2459,6 +2514,7 @@ void AnimTypeClass::Init_Heap(void)
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new AnimTypeClass(Fire2Virtual);
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new AnimTypeClass(Fire1Virtual);
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new AnimTypeClass(Fire4Virtual);
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new AnimTypeClass(BeaconVirtual);
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}
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/***********************************************************************************************
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@ -2529,6 +2585,9 @@ void AnimTypeClass::Init(TheaterType theater)
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((void const *&)anim.ImageData) = MFCD::Retrieve(fullname);
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}
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}
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// Set up beacon image data manually since they're new animations only available in the virtual renderer
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((void const *&)As_Reference(ANIM_BEACON_VIRTUAL).ImageData) = As_Reference(ANIM_BEACON).ImageData;
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}
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}
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