From ee48a33ec40f493b23d59f9c16d4927c444915ae Mon Sep 17 00:00:00 2001 From: Ykkrosh Date: Sun, 11 Feb 2007 01:19:44 +0000 Subject: [PATCH] # 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. --- .../mods/official/maps/scenarios/cinematic-february2007.xml | 4 ++-- binaries/data/mods/official/scripts/TriggerSpecs.xml | 2 +- source/tools/atlas/GameInterface/Handlers/ObjectHandlers.cpp | 4 ++++ 3 files changed, 7 insertions(+), 3 deletions(-) diff --git a/binaries/data/mods/official/maps/scenarios/cinematic-february2007.xml b/binaries/data/mods/official/maps/scenarios/cinematic-february2007.xml index 679b45f2ce..cd2c07274d 100644 --- a/binaries/data/mods/official/maps/scenarios/cinematic-february2007.xml +++ b/binaries/data/mods/official/maps/scenarios/cinematic-february2007.xml @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:994517c318fca4703d757c84535ea895f7250441cd24ac8e736ef1b7178a81a8 -size 273985 +oid sha256:c0533a7014381523f41aa8b90dacd06e03fc83f4e6019ac4a7160969a3934da5 +size 274671 diff --git a/binaries/data/mods/official/scripts/TriggerSpecs.xml b/binaries/data/mods/official/scripts/TriggerSpecs.xml index 969d420bc2..614921122d 100644 --- a/binaries/data/mods/official/scripts/TriggerSpecs.xml +++ b/binaries/data/mods/official/scripts/TriggerSpecs.xml @@ -101,7 +101,7 @@ None,Attack,Gather,Heal,Build,Repair - 0, 1, 2, 3, 5, 6 + ACTION_NONE, ACTION_ATTACK, ACTION_GATHER, ACTION_HEAL, ACTION_BUILD, ACTION_REPAIR 2 diff --git a/source/tools/atlas/GameInterface/Handlers/ObjectHandlers.cpp b/source/tools/atlas/GameInterface/Handlers/ObjectHandlers.cpp index 7798f60c1c..4af9babce7 100644 --- a/source/tools/atlas/GameInterface/Handlers/ObjectHandlers.cpp +++ b/source/tools/atlas/GameInterface/Handlers/ObjectHandlers.cpp @@ -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 {