# 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.
This commit is contained in:
Ykkrosh 2007-02-11 01:19:44 +00:00
parent faeb0a5cb6
commit ee48a33ec4
3 changed files with 7 additions and 3 deletions

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@ -101,7 +101,7 @@
<Parameter name="Task">
<Window type="choice" position="5,0" size="80,20"/>
<Choices>None,Attack,Gather,Heal,Build,Repair</Choices>
<ChoiceTranslation>0, 1, 2, 3, 5, 6</ChoiceTranslation>
<ChoiceTranslation>ACTION_NONE, ACTION_ATTACK, ACTION_GATHER, ACTION_HEAL, ACTION_BUILD, ACTION_REPAIR</ChoiceTranslation>
<ParameterOrder>2</ParameterOrder>
</Parameter>
</WindowRow>

View File

@ -582,6 +582,8 @@ BEGIN_COMMAND(MoveObject)
// having to call CEntity::update before it'll look right)
unit->GetEntity()->m_position = pos;
unit->GetEntity()->m_position_previous = pos;
unit->GetEntity()->m_bounds->setPosition(pos.X, pos.Z);
unit->GetEntity()->updateCollisionPatch();
if (unit->GetEntity()->m_base->m_isTerritoryCentre)
g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
@ -677,6 +679,8 @@ BEGIN_COMMAND(RotateObject)
if (unit->GetEntity())
{
unit->GetEntity()->m_orientation.Y = angle;
// TODO: set bounds orientation? (but we'd have to work out whether
// it's an orientable type first)
}
else
{