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

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@ -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() {

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@ -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>

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@ -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>

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@ -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>

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@ -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>

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@ -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.