Allow garrison and attack to be queued order in entityCollection

Differential Revision: D2823
Reviewed By: Angen
This was SVN commit r23849.
This commit is contained in:
bb committed 2020-07-19 10:41:30 +00:00
1 parent aeaba3c14c
commit a9d1d16d5f
1 file changed
+4 -4
@@ -169,9 +169,9 @@ m.EntityCollection.prototype.moveIndiv = function(x, z, queued = false)
return this;
};
m.EntityCollection.prototype.garrison = function(target)
m.EntityCollection.prototype.garrison = function(target, queued = false)
{
Engine.PostCommand(PlayerID, { "type": "garrison", "entities": this.toIdArray(), "target": target.id() });
Engine.PostCommand(PlayerID, { "type": "garrison", "entities": this.toIdArray(), "target": target.id(), "queued": queued });
return this;
};
@@ -181,9 +181,9 @@ m.EntityCollection.prototype.destroy = function()
return this;
};
m.EntityCollection.prototype.attack = function(unitId)
m.EntityCollection.prototype.attack = function(unitId, queued = false)
{
Engine.PostCommand(PlayerID, { "type": "attack", "entities": this.toIdArray(), "target": unitId, "queued": false });
Engine.PostCommand(PlayerID, { "type": "attack", "entities": this.toIdArray(), "target": unitId, "queued": queued });
return this;
};