Allow garrison and attack to be queued order in entityCollection
Differential Revision: D2823 Reviewed By: Angen This was SVN commit r23849.
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@@ -169,9 +169,9 @@ m.EntityCollection.prototype.moveIndiv = function(x, z, queued = false)
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return this;
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};
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m.EntityCollection.prototype.garrison = function(target)
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m.EntityCollection.prototype.garrison = function(target, queued = false)
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{
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Engine.PostCommand(PlayerID, { "type": "garrison", "entities": this.toIdArray(), "target": target.id() });
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Engine.PostCommand(PlayerID, { "type": "garrison", "entities": this.toIdArray(), "target": target.id(), "queued": queued });
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return this;
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};
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@@ -181,9 +181,9 @@ m.EntityCollection.prototype.destroy = function()
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return this;
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};
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m.EntityCollection.prototype.attack = function(unitId)
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m.EntityCollection.prototype.attack = function(unitId, queued = false)
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{
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Engine.PostCommand(PlayerID, { "type": "attack", "entities": this.toIdArray(), "target": unitId, "queued": false });
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Engine.PostCommand(PlayerID, { "type": "attack", "entities": this.toIdArray(), "target": unitId, "queued": queued });
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return this;
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};
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