Allows garrison heal rate of "0" (disables healing).
This was SVN commit r11296.
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@ -14,7 +14,7 @@ GarrisonHolder.prototype.Schema =
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"<ref name='nonNegativeDecimal'/>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"</element>" +
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"<element name='BuffHeal' a:help='Number of hit points that will be restored to this holder's garrisoned units each second'>" +
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"<element name='BuffHeal' a:help='Number of hit points that will be restored to this holder's garrisoned units each second'>" +
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"<data type='positiveInteger'/>" +
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"<data type='nonNegativeInteger'/>" +
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"</element>" +
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"</element>" +
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"<element name='LoadingRange' a:help='The maximum distance from this holder at which entities are allowed to garrison. Should be about 2.0 for land entities and preferably greater for ships'>" +
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"<element name='LoadingRange' a:help='The maximum distance from this holder at which entities are allowed to garrison. Should be about 2.0 for land entities and preferably greater for ships'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"<ref name='nonNegativeDecimal'/>" +
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@ -123,7 +123,7 @@ GarrisonHolder.prototype.Garrison = function(entity)
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if (this.GetCapacity() < this.spaceOccupied + 1)
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if (this.GetCapacity() < this.spaceOccupied + 1)
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return false;
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return false;
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if (!this.timer)
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if (!this.timer && this.healRate > 0)
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{
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{
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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this.timer = cmpTimer.SetTimeout(this.entity, IID_GarrisonHolder, "HealTimeout", 1000, {});
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this.timer = cmpTimer.SetTimeout(this.entity, IID_GarrisonHolder, "HealTimeout", 1000, {});
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@ -298,7 +298,7 @@ GarrisonHolder.prototype.HasEnoughHealth = function()
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var cmpHealth = Engine.QueryInterface(this.entity, IID_Health)
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var cmpHealth = Engine.QueryInterface(this.entity, IID_Health)
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var hitpoints = cmpHealth.GetHitpoints();
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var hitpoints = cmpHealth.GetHitpoints();
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var maxHitpoints = cmpHealth.GetMaxHitpoints();
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var maxHitpoints = cmpHealth.GetMaxHitpoints();
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var ejectHitpoints = parseInt(parseFloat(this.template.EjectHealth) * maxHitpoints);
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var ejectHitpoints = Math.floor((+this.template.EjectHealth) * maxHitpoints);
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return hitpoints > ejectHitpoints;
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return hitpoints > ejectHitpoints;
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};
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};
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