1
0
forked from mirrors/0ad

Add garrison order sound and remove the old garrison sound.

Fix some map errors, tabs in templates and update docs.

This was SVN commit r11891.
This commit is contained in:
leper
2012-05-20 15:44:57 +00:00
parent 4cf3467819
commit c4d6019599
13 changed files with 21 additions and 18 deletions
@@ -1302,7 +1302,7 @@ function doAction(action, ev)
case "garrison":
Engine.PostNetworkCommand({"type": "garrison", "entities": selection, "target": action.target, "queued": queued});
// TODO: Play a sound?
Engine.GuiInterfaceCall("PlaySound", { "name": "order_garrison", "entity": selection[0] });
return true;
case "set-rallypoint":
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@@ -1502,7 +1502,6 @@ var UnitFsmSpec = {
"APPROACHING": {
"enter": function() {
this.SelectAnimation("walk", false, this.GetWalkSpeed());
this.PlaySound("walk");
},
"MoveCompleted": function() {
@@ -71,7 +71,7 @@
<MaxDistance>2.0</MaxDistance>
<BaseSpeed>1.0</BaseSpeed>
<Rates>
<treasure>1</treasure>
<treasure>1</treasure>
</Rates>
<Capacities>
<food>20</food>
@@ -5,7 +5,7 @@
</Health>
<Identity>
<GenericName>Champion Unit</GenericName>
<Classes datatype="tokens">Champion Organic</Classes>
<Classes datatype="tokens">Champion Organic</Classes>
</Identity>
<Loot>
<xp>150</xp>
@@ -19,7 +19,7 @@
structures/{civ}_barracks
structures/{civ}_dock
structures/{civ}_outpost
other/wallset_palisade
other/wallset_palisade
structures/{civ}_defense_tower
structures/{civ}_wallset_stone
structures/{civ}_fortress
@@ -75,7 +75,8 @@
<order_walk>voice/hellenes/civ/female/civ_female_walk.xml</order_walk>
<order_attack>voice/hellenes/civ/female/civ_female_go_out_against.xml</order_attack>
<order_gather>voice/hellenes/civ/female/civ_female_gather_together.xml</order_gather>
<order_repair>voice/hellenes/civ/female/civ_female_retreat.xml</order_repair>
<order_repair>voice/hellenes/civ/female/civ_female_repair.xml</order_repair>
<order_garrison>voice/hellenes/civ/female/civ_female_garrison.xml</order_garrison>
<attack>attack/weapon/sword.xml</attack>
<!-- <death>actor/human/death/death.xml</death> -->
<build>resource/construction/con_wood.xml</build>
@@ -18,8 +18,9 @@
<order_walk>voice/hellenes/civ/female/civ_female_walk.xml</order_walk>
<order_attack>voice/hellenes/civ/female/civ_female_go_out_against.xml</order_attack>
<order_gather>voice/hellenes/civ/female/civ_female_gather_together.xml</order_gather>
<order_repair>voice/hellenes/civ/female/civ_female_retreat.xml</order_repair>
<order_repair>voice/hellenes/civ/female/civ_female_repair.xml</order_repair>
<order_heal>voice/hellenes/civ/female/civ_female_heal.xml</order_heal>
<order_garrison>voice/hellenes/civ/female/civ_female_garrison.xml</order_garrison>
<!-- <death>voice/hellenes/civ/female/civ_female_death.xml</death> -->
</SoundGroups>
</Sound>
@@ -40,7 +40,8 @@
<order_walk>voice/hellenes/civ/female/civ_female_walk.xml</order_walk>
<order_attack>voice/hellenes/civ/female/civ_female_go_out_against.xml</order_attack>
<order_gather>voice/hellenes/civ/female/civ_female_gather_together.xml</order_gather>
<order_repair>voice/hellenes/civ/female/civ_female_retreat.xml</order_repair>
<order_repair>voice/hellenes/civ/female/civ_female_repair.xml</order_repair>
<order_garrison>voice/hellenes/civ/female/civ_female_garrison.xml</order_garrison>
<!-- <death>voice/hellenes/civ/female/civ_female_death.xml</death> -->
</SoundGroups>
</Sound>
@@ -17,8 +17,9 @@
<order_walk>voice/hellenes/civ/female/civ_female_walk.xml</order_walk>
<order_attack>voice/hellenes/civ/female/civ_female_go_out_against.xml</order_attack>
<order_gather>voice/hellenes/civ/female/civ_female_gather_together.xml</order_gather>
<order_repair>voice/hellenes/civ/female/civ_female_retreat.xml</order_repair>
<order_repair>voice/hellenes/civ/female/civ_female_repair.xml</order_repair>
<order_heal>voice/hellenes/civ/female/civ_female_heal.xml</order_heal>
<order_garrison>voice/hellenes/civ/female/civ_female_garrison.xml</order_garrison>
<!-- <death>voice/hellenes/civ/female/civ_female_death.xml</death> -->
</SoundGroups>
</Sound>
+3 -3
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2010 Wildfire Games.
/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -552,7 +552,7 @@ In C++, use CmpPtr (see its class documentation for details):
#include "simulation2/components/ICmpPosition.h"
...
CmpPtr<ICmpPosition> cmpPosition(context, ent);
if (cmpPosition.null())
if (!cmpPosition)
// do something to avoid dereferencing null pointers
cmpPosition->MoveTo(x, y);
@endcode
@@ -609,7 +609,7 @@ Engine.LoadComponentScript("ExampleTwo.js");
var cmp = ConstructComponent(1, "ExampleTwo");
@endcode
where @c Example.js is the component script to test, @c 1 is the entity ID, @c "ExampleTwo" is the component name.
where @c ExampleTwo.js is the component script to test, @c 1 is the entity ID, @c "ExampleTwo" is the component name.
Then call methods on @c cmp to test it, using the @c TS_* functions defined in
@b binaries/data/tests/test_setup.js for common assertions.