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Wasps no longer out of stat nerfed with animations, also missing tracking tag added, so they can now actually hit things Cutlass animation bug fixed, also slightly faster projectile Added hooks for testing balance without corlab opening animation (main game unaffected) Tremor updated to use one firing mode alone Siegebreaker brought into new paradigm accordingly Minesweepers patched to engage with mines on fight-move commands (bypassing engine bug for now)
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Original file line number | Diff line number | Diff line change |
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#include "../recoil_common_includes.h" | ||
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#include "../factories_common.h" | ||
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piece base,doorl,doorr ,nano1,nano2,nano3,nano4,nano5,nano6,nano7,nano8,pad, cagelight, cagelight_emit, cagelight2, cagelight_emit2; | ||
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static-var spray; | ||
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// Signal definitions | ||
#define SIGNAL_TURNON 4 | ||
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Create() | ||
{ | ||
move doorl to x-axis [-27.0] now; | ||
move doorr to x-axis [27.0] now; | ||
show pad; | ||
hide nano7; | ||
hide nano8; | ||
hide nano5; | ||
hide nano6; | ||
hide nano1; | ||
hide nano4; | ||
hide nano3; | ||
hide nano2; | ||
hide cagelight_emit; | ||
hide cagelight_emit2; | ||
spray = 0; | ||
} | ||
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#define BASEPIECE base | ||
#define MAXTILT 0 | ||
#include "../unit_hitbyweaponid_and_smoke.h" | ||
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QueryNanoPiece(pieceIndex) | ||
{ | ||
spray = (spray + 1) % 8; | ||
pieceIndex = nano1 + spray; | ||
} | ||
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Activate() | ||
{ | ||
signal SIGNAL_TURNON; | ||
set-signal-mask SIGNAL_TURNON; | ||
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FACTORY_OPEN_BUILD; | ||
} | ||
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Deactivate() | ||
{ | ||
signal SIGNAL_TURNON; | ||
set-signal-mask SIGNAL_TURNON; | ||
sleep 5000; | ||
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FACTORY_CLOSE_BUILD; | ||
} | ||
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StartBuilding() | ||
{ | ||
show nano1; | ||
show nano2; | ||
show nano3; | ||
show nano4; | ||
show nano5; | ||
show nano6; | ||
show nano7; | ||
show nano8; | ||
show cagelight_emit; | ||
show cagelight_emit2; | ||
spin cagelight around y-axis speed <200> accelerate <1>; | ||
spin cagelight2 around y-axis speed <200> accelerate <1>; | ||
} | ||
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StopBuilding() | ||
{ | ||
hide nano1; | ||
hide nano2; | ||
hide nano3; | ||
hide nano4; | ||
hide nano5; | ||
hide nano6; | ||
hide nano7; | ||
hide nano8; | ||
hide cagelight_emit; | ||
hide cagelight_emit2; | ||
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stop-spin cagelight around y-axis decelerate <1>; | ||
stop-spin cagelight2 around y-axis decelerate <1>; | ||
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/* | ||
set BUGGER_OFF to 1; // tell units to get out of here | ||
set INBUILDSTANCE to 0; // we turn it off, to wait for the unit to clear the build pad (large aircraft) | ||
sleep 500; // then we wait for 0.5 sec | ||
set INBUILDSTANCE to 1; // we turn it on again, as the next startbuilding and construction will begin when this is 1 again. | ||
set BUGGER_OFF to 0; // ok now we dont mind if they are here | ||
*/ | ||
} | ||
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QueryBuildInfo(pieceIndex) | ||
{ | ||
pieceIndex = pad; | ||
} | ||
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Killed(severity, corpsetype) | ||
{ | ||
if( severity <= 25 ) | ||
{ | ||
corpsetype = 1 ; | ||
explode base type BITMAPONLY | NOHEATCLOUD; | ||
//explode doorl type FIRE | SMOKE | FALL | BITMAPONLY | NOHEATCLOUD; | ||
explode nano1 type BITMAPONLY | NOHEATCLOUD; | ||
explode nano2 type BITMAPONLY | NOHEATCLOUD; | ||
explode nano3 type BITMAPONLY | NOHEATCLOUD; | ||
explode nano4 type BITMAPONLY | NOHEATCLOUD; | ||
//explode doorr type BITMAPONLY | NOHEATCLOUD; | ||
explode nano5 type BITMAPONLY | NOHEATCLOUD; | ||
explode nano6 type BITMAPONLY | NOHEATCLOUD; | ||
explode nano7 type BITMAPONLY | NOHEATCLOUD; | ||
explode nano8 type BITMAPONLY | NOHEATCLOUD; | ||
explode pad type BITMAPONLY | NOHEATCLOUD; | ||
return(corpsetype); | ||
} | ||
if( severity <= 50 ) | ||
{ | ||
corpsetype = 2 ; | ||
explode base type BITMAPONLY | NOHEATCLOUD; | ||
explode nano1 type FALL | NOHEATCLOUD; | ||
explode nano2 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano3 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano4 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano5 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano6 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano7 type FALL | NOHEATCLOUD; | ||
explode nano8 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode pad type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
return(corpsetype); | ||
} | ||
if( severity <= 99 ) | ||
{ | ||
corpsetype = 3 ; | ||
explode base type BITMAPONLY | NOHEATCLOUD; | ||
//explode doorl type BITMAPONLY | NOHEATCLOUD; | ||
explode nano1 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano2 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano3 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano4 type EXPLODE_ON_HIT | FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
//explode doorr type BITMAPONLY | NOHEATCLOUD; | ||
explode nano5 type SMOKE | FALL | NOHEATCLOUD; | ||
explode nano6 type EXPLODE_ON_HIT | FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano7 type EXPLODE_ON_HIT | FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano8 type EXPLODE_ON_HIT | FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode pad type SMOKE | FALL | NOHEATCLOUD; | ||
return(corpsetype); | ||
} | ||
corpsetype = 3 ; | ||
explode base type BITMAPONLY | NOHEATCLOUD; | ||
//explode doorl type EXPLODE_ON_HIT | FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano1 type EXPLODE_ON_HIT | FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano2 type EXPLODE_ON_HIT | FIRE | FALL | NOHEATCLOUD; | ||
explode nano3 type EXPLODE_ON_HIT | FIRE | FALL | NOHEATCLOUD; | ||
explode nano4 type EXPLODE_ON_HIT | FIRE | FALL | NOHEATCLOUD; | ||
//explode doorr type EXPLODE_ON_HIT | FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano5 type EXPLODE_ON_HIT | FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano6 type EXPLODE_ON_HIT | FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano7 type EXPLODE_ON_HIT | FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode nano8 type EXPLODE_ON_HIT | FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode pad type EXPLODE_ON_HIT | FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
return corpsetype; | ||
} |
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