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.
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@ -1302,7 +1302,7 @@ function doAction(action, ev)
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case "garrison":
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Engine.PostNetworkCommand({"type": "garrison", "entities": selection, "target": action.target, "queued": queued});
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// TODO: Play a sound?
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Engine.GuiInterfaceCall("PlaySound", { "name": "order_garrison", "entity": selection[0] });
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return true;
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case "set-rallypoint":
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BIN
binaries/data/mods/public/maps/scenarios/Hellenic Buildings.xml
(Stored with Git LFS)
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binaries/data/mods/public/maps/scenarios/Hellenic Buildings.xml
(Stored with Git LFS)
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binaries/data/mods/public/maps/scenarios/Miletus.xml
(Stored with Git LFS)
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binaries/data/mods/public/maps/scenarios/Miletus.xml
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binaries/data/mods/public/maps/scenarios/Walls.xml
(Stored with Git LFS)
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binaries/data/mods/public/maps/scenarios/Walls.xml
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@ -1502,7 +1502,6 @@ var UnitFsmSpec = {
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"APPROACHING": {
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"enter": function() {
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this.SelectAnimation("walk", false, this.GetWalkSpeed());
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this.PlaySound("walk");
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},
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"MoveCompleted": function() {
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@ -71,7 +71,7 @@
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<MaxDistance>2.0</MaxDistance>
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<BaseSpeed>1.0</BaseSpeed>
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<Rates>
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<treasure>1</treasure>
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<treasure>1</treasure>
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</Rates>
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<Capacities>
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<food>20</food>
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@ -5,7 +5,7 @@
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</Health>
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<Identity>
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<GenericName>Champion Unit</GenericName>
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<Classes datatype="tokens">Champion Organic</Classes>
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<Classes datatype="tokens">Champion Organic</Classes>
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</Identity>
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<Loot>
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<xp>150</xp>
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@ -19,7 +19,7 @@
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structures/{civ}_barracks
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structures/{civ}_dock
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structures/{civ}_outpost
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other/wallset_palisade
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other/wallset_palisade
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structures/{civ}_defense_tower
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structures/{civ}_wallset_stone
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structures/{civ}_fortress
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@ -75,7 +75,8 @@
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<order_walk>voice/hellenes/civ/female/civ_female_walk.xml</order_walk>
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<order_attack>voice/hellenes/civ/female/civ_female_go_out_against.xml</order_attack>
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<order_gather>voice/hellenes/civ/female/civ_female_gather_together.xml</order_gather>
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<order_repair>voice/hellenes/civ/female/civ_female_retreat.xml</order_repair>
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<order_repair>voice/hellenes/civ/female/civ_female_repair.xml</order_repair>
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<order_garrison>voice/hellenes/civ/female/civ_female_garrison.xml</order_garrison>
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<attack>attack/weapon/sword.xml</attack>
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<!-- <death>actor/human/death/death.xml</death> -->
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<build>resource/construction/con_wood.xml</build>
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@ -18,8 +18,9 @@
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<order_walk>voice/hellenes/civ/female/civ_female_walk.xml</order_walk>
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<order_attack>voice/hellenes/civ/female/civ_female_go_out_against.xml</order_attack>
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<order_gather>voice/hellenes/civ/female/civ_female_gather_together.xml</order_gather>
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<order_repair>voice/hellenes/civ/female/civ_female_retreat.xml</order_repair>
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<order_repair>voice/hellenes/civ/female/civ_female_repair.xml</order_repair>
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<order_heal>voice/hellenes/civ/female/civ_female_heal.xml</order_heal>
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<order_garrison>voice/hellenes/civ/female/civ_female_garrison.xml</order_garrison>
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<!-- <death>voice/hellenes/civ/female/civ_female_death.xml</death> -->
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</SoundGroups>
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</Sound>
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@ -40,7 +40,8 @@
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<order_walk>voice/hellenes/civ/female/civ_female_walk.xml</order_walk>
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<order_attack>voice/hellenes/civ/female/civ_female_go_out_against.xml</order_attack>
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<order_gather>voice/hellenes/civ/female/civ_female_gather_together.xml</order_gather>
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<order_repair>voice/hellenes/civ/female/civ_female_retreat.xml</order_repair>
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<order_repair>voice/hellenes/civ/female/civ_female_repair.xml</order_repair>
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<order_garrison>voice/hellenes/civ/female/civ_female_garrison.xml</order_garrison>
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<!-- <death>voice/hellenes/civ/female/civ_female_death.xml</death> -->
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</SoundGroups>
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</Sound>
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@ -17,8 +17,9 @@
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<order_walk>voice/hellenes/civ/female/civ_female_walk.xml</order_walk>
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<order_attack>voice/hellenes/civ/female/civ_female_go_out_against.xml</order_attack>
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<order_gather>voice/hellenes/civ/female/civ_female_gather_together.xml</order_gather>
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<order_repair>voice/hellenes/civ/female/civ_female_retreat.xml</order_repair>
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<order_repair>voice/hellenes/civ/female/civ_female_repair.xml</order_repair>
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<order_heal>voice/hellenes/civ/female/civ_female_heal.xml</order_heal>
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<order_garrison>voice/hellenes/civ/female/civ_female_garrison.xml</order_garrison>
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<!-- <death>voice/hellenes/civ/female/civ_female_death.xml</death> -->
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</SoundGroups>
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</Sound>
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@ -1,4 +1,4 @@
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/* Copyright (C) 2010 Wildfire Games.
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/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -552,7 +552,7 @@ In C++, use CmpPtr (see its class documentation for details):
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#include "simulation2/components/ICmpPosition.h"
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...
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CmpPtr<ICmpPosition> cmpPosition(context, ent);
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if (cmpPosition.null())
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if (!cmpPosition)
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// do something to avoid dereferencing null pointers
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cmpPosition->MoveTo(x, y);
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@endcode
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@ -609,7 +609,7 @@ Engine.LoadComponentScript("ExampleTwo.js");
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var cmp = ConstructComponent(1, "ExampleTwo");
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@endcode
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where @c Example.js is the component script to test, @c 1 is the entity ID, @c "ExampleTwo" is the component name.
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where @c ExampleTwo.js is the component script to test, @c 1 is the entity ID, @c "ExampleTwo" is the component name.
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Then call methods on @c cmp to test it, using the @c TS_* functions defined in
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@b binaries/data/tests/test_setup.js for common assertions.
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