mirror of
https://github.com/electronicarts/CnC_Remastered_Collection.git
synced 2026-07-04 09:13:13 -04:00
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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+16
-26
@@ -1673,14 +1673,13 @@ void HouseClass::Attacked(BuildingClass* source)
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{
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Validate();
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bool expired = SpeakAttackDelay.Expired();
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bool spoke = false;
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if (SpeakAttackDelay.Expired() && PlayerPtr->Class->House == Class->House) {
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// if (SpeakAttackDelay.Expired() && PlayerPtr->Class->House == Class->House) {
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if (expired && PlayerPtr->Class->House == Class->House) {
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Speak(VOX_BASE_UNDER_ATTACK, NULL, source ? source->Center_Coord() : 0);
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spoke = true;
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if (GameToPlay == GAME_NORMAL) {
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Speak(VOX_BASE_UNDER_ATTACK, NULL, source ? source->Center_Coord() : 0);
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} else {
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Speak(VOX_BASE_UNDER_ATTACK, this);
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}
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// MBL 06.13.2020 - Timing change from 2 minute cooldown, per https://jaas.ea.com/browse/TDRA-6784
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// SpeakAttackDelay.Set(Options.Normalize_Delay(SPEAK_DELAY)); // 2 minutes
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@@ -1695,23 +1694,6 @@ void HouseClass::Attacked(BuildingClass* source)
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HouseTriggers[Class->House][index]->Spring(EVENT_ATTACKED, Class->House);
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}
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}
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// MBL 07.07.2020 - CNC Patch 3, fix for not working for all players in MP, per https://jaas.ea.com/browse/TDRA-7249
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// Separated to here as did not want to change any logic around the HouseTriggers[] Spring events
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//
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if (expired == true && spoke == false)
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{
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if (GameToPlay != GAME_NORMAL) // Multiplayer
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{
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Speak(VOX_BASE_UNDER_ATTACK, this);
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spoke = true;
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// SpeakAttackDelay.Set(Options.Normalize_Delay(SPEAK_DELAY)); // 2 minutes
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// SpeakAttackDelay.Set(Options.Normalize_Delay(TICKS_PER_MINUTE/2)); // 30 seconds as requested
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SpeakAttackDelay.Set(Options.Normalize_Delay( (TICKS_PER_MINUTE/2)+(TICKS_PER_SECOND*5) )); // Tweaked for accuracy
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}
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}
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// END MBL 07.07.2020
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}
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@@ -2584,7 +2566,15 @@ ProdFailType HouseClass::Abandon_Production(RTTIType type)
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if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
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if (IsHuman) {
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Sidebar_Glyphx_Abandon_Production(type, *factory, this);
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// Need to clear pending object here?
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// Need to clear pending object here if legacy renderer enabled
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if (type == RTTI_BUILDINGTYPE || type == RTTI_BUILDING && Map.PendingObjectPtr) {
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Map.PendingObjectPtr = 0;
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Map.PendingObject = 0;
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Map.PendingHouse = HOUSE_NONE;
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Map.Set_Cursor_Shape(0);
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}
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}
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} else {
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@@ -2692,7 +2682,7 @@ bool HouseClass::Place_Special_Blast(SpecialWeaponType id, CELL cell)
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case SPC_ION_CANNON:
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if (IonCannon.Is_Ready()) {
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anim = new AnimClass(ANIM_ION_CANNON, Cell_Coord(cell));
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if (anim) anim->OwnerHouse = Class->House;
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if (anim) anim->Set_Owner(Class->House);
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if (this == PlayerPtr) {
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Map.IsTargettingMode = false;
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}
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