forked from 0ad/0ad
# More cinematic map updates.
Made female citizen walk to gather berries. Fixed gather trigger effect. Made entity collision-detection work a little better if you modify the map while running the simulation. This was SVN commit r4897.
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binaries/data/mods/official/maps/scenarios/cinematic-february2007.xml
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binaries/data/mods/official/maps/scenarios/cinematic-february2007.xml
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@ -101,7 +101,7 @@
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<Parameter name="Task">
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<Window type="choice" position="5,0" size="80,20"/>
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<Choices>None,Attack,Gather,Heal,Build,Repair</Choices>
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<ChoiceTranslation>0, 1, 2, 3, 5, 6</ChoiceTranslation>
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<ChoiceTranslation>ACTION_NONE, ACTION_ATTACK, ACTION_GATHER, ACTION_HEAL, ACTION_BUILD, ACTION_REPAIR</ChoiceTranslation>
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<ParameterOrder>2</ParameterOrder>
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</Parameter>
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</WindowRow>
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@ -582,6 +582,8 @@ BEGIN_COMMAND(MoveObject)
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// having to call CEntity::update before it'll look right)
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unit->GetEntity()->m_position = pos;
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unit->GetEntity()->m_position_previous = pos;
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unit->GetEntity()->m_bounds->setPosition(pos.X, pos.Z);
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unit->GetEntity()->updateCollisionPatch();
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if (unit->GetEntity()->m_base->m_isTerritoryCentre)
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g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
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@ -677,6 +679,8 @@ BEGIN_COMMAND(RotateObject)
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if (unit->GetEntity())
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{
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unit->GetEntity()->m_orientation.Y = angle;
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// TODO: set bounds orientation? (but we'd have to work out whether
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// it's an orientable type first)
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}
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else
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{
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