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https://github.com/electronicarts/CnC_Remastered_Collection.git
synced 2025-08-14 10:04:30 +02:00
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
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@@ -2077,7 +2077,7 @@ void BuildingClass::Active_Click_With(ActionType action, CELL cell)
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OutList.Add(EventClass(EventClass::SELL, As_Target()));
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COORDINATE coord = Map.Pixel_To_Coord(Get_Mouse_X(), Get_Mouse_Y());
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OutList.Add(EventClass(ANIM_MOVE_FLASH, PlayerPtr->Class->House, coord));
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OutList.Add(EventClass(ANIM_MOVE_FLASH, PlayerPtr->Class->House, coord, 1 << PlayerPtr->Class->House));
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}
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}
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@@ -3872,13 +3872,16 @@ bool BuildingClass::Can_Demolish_Unit(void) const
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bool BuildingClass::Can_Capture(void) const
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{
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bool can_capture = Class->IsCaptureable;
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bool can_capture = Class->IsCaptureable && Mission != MISSION_DECONSTRUCTION;
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// Override capturable state if this building has a capture win trigger
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if (GameToPlay == GAME_NORMAL) {
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if (Trigger != NULL && Trigger->Action == TriggerClass::ACTION_WINLOSE) {
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if (!House->IsHuman && Trigger != NULL && Trigger->Action == TriggerClass::ACTION_WINLOSE) {
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can_capture = true;
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}
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} else {
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// Only allow capturing of multiplayer-owned structures
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can_capture &= House->Class->House >= HOUSE_MULTI1 && House->Class->House <= HOUSE_MULTI6;
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}
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return(can_capture);
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@@ -4161,6 +4164,7 @@ int BuildingClass::Mission_Deconstruction(void)
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Status = DURING;
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Begin_Mode(BSTATE_CONSTRUCTION);
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IsReadyToCommence = false;
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IsSurvivorless = true;
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break;
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}
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Transmit_Message(RADIO_RUN_AWAY);
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