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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e37e174be1
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fd05be35c1
68 changed files with 1313 additions and 267 deletions
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@ -1850,7 +1850,7 @@ void BuildingClass::Active_Click_With(ActionType action, CELL cell)
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OutList.Add(EventClass(EventClass::SELL, TargetClass(this)));
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COORDINATE coord = Map.Pixel_To_Coord(Get_Mouse_X(), Get_Mouse_Y());
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OutList.Add(EventClass(ANIM_MOVE_FLASH, PlayerPtr->Class->House, coord));
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OutList.Add(EventClass(ANIM_MOVE_FLASH, PlayerPtr->Class->House, coord, 1 << PlayerPtr->Class->House));
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}
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}
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@ -3152,7 +3152,7 @@ bool BuildingClass::Captured(HouseClass * newowner)
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assert(Buildings.ID(this) == ID);
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assert(IsActive);
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if (Class->IsCaptureable && newowner != House) {
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if (Can_Capture() && newowner != House) {
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#ifdef TOFIX
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switch (Owner()) {
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case HOUSE_GOOD:
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@ -3457,6 +3457,19 @@ bool BuildingClass::Can_Demolish_Unit(void) const
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}
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bool BuildingClass::Can_Capture(void) const
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{
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bool can_capture = Class->IsCaptureable && Mission != MISSION_DECONSTRUCTION;
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// Only allow capturing of multiplayer-owned structures
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if (Session.Type != GAME_NORMAL) {
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can_capture &= House->Class->House >= HOUSE_MULTI1 && House->Class->House <= HOUSE_MULTI8;
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}
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return(can_capture);
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}
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/***********************************************************************************************
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* BuildingClass::Mission_Guard -- Handles guard mission for combat buildings. *
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* *
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@ -3759,6 +3772,7 @@ int BuildingClass::Mission_Deconstruction(void)
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Status = DURING;
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Begin_Mode(BSTATE_CONSTRUCTION);
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IsReadyToCommence = false;
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IsSurvivorless = true;
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break;
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}
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Transmit_Message(RADIO_RUN_AWAY);
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