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Implementing RadType Enumeration #181
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Implementing RadType Enumeration #181
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Otamaa
commented
Apr 18, 2021
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Nightly build for this pull request:
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Metadorius
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Overall the code looks solid and a direct improvement over what was there previously. I left some code style notes in the review, would need to look at the stuff in details later.
src/Enum/RadTypes.cpp
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| void RadType::LoadListSection(CCINIClass *pINI) | ||
| { | ||
| const char *section = GetMainSection(); |
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Should use this->GetMainSection(); to follow the code style.
src/Enum/RadTypes.cpp
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| const char *key = pINI->GetKeyName(section, i); | ||
| if (pINI->ReadString(section, key, "", Phobos::readBuffer)) | ||
| { | ||
| FindOrAllocate(Phobos::readBuffer); |
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Ditto.
src/Enum/RadTypes.cpp
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| return "RadiationTypes"; | ||
| } | ||
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| RadType::RadType(const char* const pTitle) |
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I think to follow the YR scheme we could rename it to RadTypeClass? And also rename the file correspondingly.
src/Enum/RadTypes.cpp
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| INI_EX exINI(pINI); | ||
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| this->RadWarhead.Read(exINI, section, "RadSiteWarhead" , true); |
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I think the variable names should follow the tag names exactly, with . being substituted with _.
src/Enum/RadTypes.cpp
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| for (size_t i = 0; i < Array.size(); ++i) | ||
| { |
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Currently if the block is one-line (not broken up into multiple) we should use braceless single-line bodies instead.
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experimental stuffs , it breaks Inf_AIDeploy_Check rad fix
-Deso cannot fire his weapon when cloaked (partialy fixed) -Unit with Death Weapon able to die twices (not affect yet)
-Deso cannot fire his Deploy weapon when cloaked (fixed)
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* issue Phobos-developers#138 * Refactor and fix docs Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Update bug report template Semantic values for the Locomotor tag (Phobos-developers#169) * Semantic values for the Locomotor tag * Add docs entry Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Fix CellSetRadSite (Phobos-developers#173) Rename Update to AI Strafing aircraft weapon improvements. (Phobos-developers#174) * Strafing aircraft weapon improvements. - Add Strafing.Shots key to weapons that can be used to control number of shots fired during strafing run. - Add Strafing.SimulateBurst key to weapons that can be used to simulate firing offset-altering effect of Burst on Burst=1 strafing run weapons. - Fix to take Burst into account for shots beyond the first one, this also applies to Fighter=no aircraft without strafing pattern weapon. * Style pass and refactoring * Add image to documentation. Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Customizable amount of ore cells spawned per animation (Phobos-developers#180) * TerrainClass_AI_CellsPerAnim Uncommented ini-reader * Final pass at CellsPerAnim, docs Co-authored-by: Belonit <Belonit@ya.ru> Update feature_enhancement.md Create vanilla_bugfix_request.md Update .editorconfig Customizeable Teleport/Chrono Locomotor properties per attached Techno (Phobos-developers#142) * issue Phobos-developers#11 Phobos-developers#11 * Fix (i hate idiv ffs) * Fix wrong register causing Chronowarp broke * fix wrong return , set Warpout for all (WW default way) * Update Phobos.vcxproj * Update Hook.Teleport.cpp * Update Hook.Teleport.cpp * Using #define for more cleaner look * Update Doc with gif will rebase later when new mouse come * Update Doc * Refactoring, docs pass Co-authored-by: Belonit <Belonit@ya.ru> Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Improvements & minimum guard range for interceptor logic (Phobos-developers#188) * MinimumGuardRange added Adding MinimumGuardRange * Update Body.cpp Added MinimumGuardRange condition * Adding Interceptor.MinimumGuardRange function * Forgot IsAlly check * Adding my name to README.md Put my name on the credits * Adding Info about Interceptor Logic Adding info about `Interceptor.GuardRange`, `Interceptor.EliteGuardRange`, `Interceptor.MinimumGuardRange` and `Interceptor.EliteMinimumGuardRange` * Refactoring the stuff a bit Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Disable TreatWarningAsError Somebody should slap Belonit some day Shield logic improvements (Phobos-developers#185) * Weapon Select and Negative Damage * Small change * Change weapon select * Fix DeploysInto issue * Fix UndeploysInto issue * Update docs * Fix Versus (?) * Remove unused include * Shield Targeting now recognizes warhead, rather than damage * Fix targeting issue * Null check for anim * Shield health bar will be more like normal health bar * CONVEEEEEEEEEEEERT! * Small fix for UndeploysInto * Don't update shield when without, rather than delete * Small change for convert * Stupid issue * FIX stupid again * Refactor code and add info to docs * More support for Shield Armor * Additional check and Docs fix * Damage fix * Move the check out * Pass the check * fix more * Damn it Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Fix Harv-counter color closes Phobos-developers#187 "What's new" doc section Fix units dying multiple times during their death anims (Phobos-developers#190) * Fix vanilla bug - twice die * small fix * More checks * Separate hooks * Pass and docs Co-authored-by: Uranusian <mikesariitten@gmail.com> Implementing RadType Enumeration (Phobos-developers#181) * Implementing RadType Enumeration * Bug fix Multiple RadSite on same area causing inf play mutiple death animation/generating multiple UnitToInf * New Instances without Rely on Wepon experimental stuffs , it breaks Inf_AIDeploy_Check rad fix * Attempt to fix some known vanilla bugs -Deso cannot fire his weapon when cloaked (partialy fixed) -Unit with Death Weapon able to die twices (not affect yet) * Re-Cloak Deso when Undeployed -Deso cannot fire his Deploy weapon when cloaked (fixed) * Further changes * Removing unnessesary codes , fix some style , Doc * Refactorings Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Force C4Warhead PenetratesShield Fix shield SL issue Small refactor; version bump Change the check back to vanilla implement AnimList.PickRandom use ternary operator update for AnimList.PickRandom update code style Fix magnetron issue Phobos-developers#195 (Phobos-developers#200) Fix ranged mc desync (Phobos-developers#199) * Attempt to fix desync * Remove the check for player A pair of braces Bump version Remove `the Forgotten` Separate HP and cloak check of shield anim Fix lost HP check Contributing guidelines started; Git branching model info Skip the low damage check when techno has shield STUPID WW!!!!! closes Phobos-developers#204 First iteration of the styleguide
* Implementing RadType Enumeration * Bug fix Multiple RadSite on same area causing inf play mutiple death animation/generating multiple UnitToInf * New Instances without Rely on Wepon experimental stuffs , it breaks Inf_AIDeploy_Check rad fix * Attempt to fix some known vanilla bugs -Deso cannot fire his weapon when cloaked (partialy fixed) -Unit with Death Weapon able to die twices (not affect yet) * Re-Cloak Deso when Undeployed -Deso cannot fire his Deploy weapon when cloaked (fixed) * Further changes * Removing unnessesary codes , fix some style , Doc * Refactorings Co-authored-by: Meta (X230T) <crabiter@vivaldi.net>
* Implementing RadType Enumeration * Bug fix Multiple RadSite on same area causing inf play mutiple death animation/generating multiple UnitToInf * New Instances without Rely on Wepon experimental stuffs , it breaks Inf_AIDeploy_Check rad fix * Attempt to fix some known vanilla bugs -Deso cannot fire his weapon when cloaked (partialy fixed) -Unit with Death Weapon able to die twices (not affect yet) * Re-Cloak Deso when Undeployed -Deso cannot fire his Deploy weapon when cloaked (fixed) * Further changes * Removing unnessesary codes , fix some style , Doc * Refactorings Co-authored-by: Meta (X230T) <crabiter@vivaldi.net>