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Anim Create unit #193
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Anim Create unit #193
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666 good decompiler |
* 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
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Co-authored-by: Otamaa <otamaindodapuq2@gmail.com>
-Add AnimExt -Add hook for UnitClass_TakeDamage -Add some more misc function -Calculate DestroyAnim index to be used on Unit Source Facings and DestroyAnim count -Remove ability to create unit on air and some tags , due to bug(s) -No proper Doc's Yet !
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-Receivedamageargs.HouseSource giving corrupt data causing crash
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-Change it to DTOR (Hopefully no issue this time)
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Metadorius
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Work's good, we can merge this after addressing some concerns.
| int aFacing = pTypeExt->CreateUnit_Facing.Get(); | ||
| aFacing = aFacing > 255 ? 255 : aFacing; | ||
| aFacing = aFacing <= -1 ? ScenarioClass::Instance->Random.RandomRanged(0, 255) : aFacing; |
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This code can be simplified if we introduce a separate tag to control whether the facing is random.
src/Ext/AnimType/Body.h
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| Valueable<bool> CreateUnit_UseDeathFacings; | ||
| Valueable<bool> CreateUnit_UseDeathTurretFacings; |
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Does splitting this into two tags have some use? I feel like we should squash those tags into one and name it CreateUnit.InheritFacings.
-Add `unsigned short` for TemplateDef.h -UseDeathFacings -> InheritFacings -UseTurretDeathFacings-> inheritTurretFacings
Anim Create Unit
https://i.imgur.com/Stnz6Vu.gif
Animationusually had noOwnerwill create unit withCivilianOwnerinsted. https://i.imgur.com/0Ox6zGN.gif-Using Unit
DestroyAnimis mostly recomended since it got rewritten for this purpose.In
rulesmd.ini:In
artmd.ini:##Note :
CreateUnit.Owneris only applicable whenSource Unitis killed byTake Damagefunction of the game.Turrent Facingreset come on separate feature