#Bar borders and angle penalty

-Changes to notifications. They take different parameters now-see
template_entity_script.js.  You can choose to destroy the notifiers
yourself in the script (useful for idle)
-Added "idle" event with registerIdle and registerDamage to assist with
the angle penalty.
-Bar border stuff
-Angle penalty is set up but untested-it just needs to use
this.getAttackDirections() to find the number of directions the entity
is being attacked from.  The penalty is specified in template_unit

There is a problem when the game exits-it attempts to destroy the
notifiers in entity.cpp's constructor, where it calls
DestroyAllNotifiers().  The problem is that the notifiers don't exist
any longer because they've been destroyed. I would fix it but I'm
leaving for vacation (Jason told me it was OK to comitt). Hope it isn't
too much of a problem.

This was SVN commit r3732.
This commit is contained in:
pyrolink
2006-04-08 22:34:54 +00:00
parent b6d46bb918
commit f2e867e239
19 changed files with 552 additions and 150 deletions
+2 -2
View File
@@ -379,7 +379,7 @@ bool CEntity::processContactActionNoPathing( CEntityOrder* current, size_t times
if(!DispatchEvent( contactEvent ))
{
// Cancel current order
m_orderQueue.pop_front();
popOrder();
m_isRunning = false;
m_shouldRun = false;
m_actor->SetEntitySelection( L"idle" );
@@ -406,7 +406,7 @@ bool CEntity::processContactActionNoPathing( CEntityOrder* current, size_t times
//TODO: eventually when stances/formations are implemented, if applicable (e.g. not
//heal or if defensive stance), the unit should expand and continue the order.
m_orderQueue.pop_front();
popOrder();
m_isRunning = false;
m_shouldRun = false;
return( false );