September 16th patch update

DLL version incremented
Beacon functionality added
Support for loading screen match preview display
Placeholder handling of new key-bindable mod commands
This commit is contained in:
PG-SteveT
2020-09-16 10:03:04 -07:00
parent e37e174be1
commit fd05be35c1
68 changed files with 1313 additions and 267 deletions

View File

@@ -2077,7 +2077,7 @@ void BuildingClass::Active_Click_With(ActionType action, CELL cell)
OutList.Add(EventClass(EventClass::SELL, As_Target()));
COORDINATE coord = Map.Pixel_To_Coord(Get_Mouse_X(), Get_Mouse_Y());
OutList.Add(EventClass(ANIM_MOVE_FLASH, PlayerPtr->Class->House, coord));
OutList.Add(EventClass(ANIM_MOVE_FLASH, PlayerPtr->Class->House, coord, 1 << PlayerPtr->Class->House));
}
}
@@ -3872,13 +3872,16 @@ bool BuildingClass::Can_Demolish_Unit(void) const
bool BuildingClass::Can_Capture(void) const
{
bool can_capture = Class->IsCaptureable;
bool can_capture = Class->IsCaptureable && Mission != MISSION_DECONSTRUCTION;
// Override capturable state if this building has a capture win trigger
if (GameToPlay == GAME_NORMAL) {
if (Trigger != NULL && Trigger->Action == TriggerClass::ACTION_WINLOSE) {
if (!House->IsHuman && Trigger != NULL && Trigger->Action == TriggerClass::ACTION_WINLOSE) {
can_capture = true;
}
} else {
// Only allow capturing of multiplayer-owned structures
can_capture &= House->Class->House >= HOUSE_MULTI1 && House->Class->House <= HOUSE_MULTI6;
}
return(can_capture);
@@ -4161,6 +4164,7 @@ int BuildingClass::Mission_Deconstruction(void)
Status = DURING;
Begin_Mode(BSTATE_CONSTRUCTION);
IsReadyToCommence = false;
IsSurvivorless = true;
break;
}
Transmit_Message(RADIO_RUN_AWAY);