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renamed set/unset-rallypoint cmd field to structures, use structures instead of entities in rally point commands
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parent
db8f374a9f
commit
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3 changed files with 7 additions and 7 deletions
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@ -1125,7 +1125,7 @@ var g_UnitActions =
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Engine.PostNetworkCommand({
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"type": "set-rallypoint",
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"entities": selection,
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"structures": selection,
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"x": position.x,
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"z": position.z,
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"data": action.data,
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@ -1355,7 +1355,7 @@ var g_UnitActions =
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{
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Engine.PostNetworkCommand({
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"type": "unset-rallypoint",
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"entities": selection
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"structures": selection
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});
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// Remove displayed rally point
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@ -996,13 +996,13 @@ export const Entity = Class({
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"setRallyPoint": function(target, command)
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{
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const data = { "command": command, "target": target.id() };
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Engine.PostCommand(PlayerID, { "type": "set-rallypoint", "entities": [this.id()], "x": target.position()[0], "z": target.position()[1], "data": data });
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Engine.PostCommand(PlayerID, { "type": "set-rallypoint", "structures": [this.id()], "x": target.position()[0], "z": target.position()[1], "data": data });
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return this;
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},
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"unsetRallyPoint": function()
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{
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Engine.PostCommand(PlayerID, { "type": "unset-rallypoint", "entities": [this.id()] });
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Engine.PostCommand(PlayerID, { "type": "unset-rallypoint", "structures": [this.id()] });
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return this;
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},
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@ -434,7 +434,7 @@ var g_Commands = {
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"set-rallypoint": function(player, cmd, data)
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{
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const structures = FilterEntityListWithAllies(cmd.entities || [], player, data.controlAllUnits);
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const structures = FilterEntityListWithAllies(cmd.structures || [], player, data.controlAllUnits);
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for (const structure of structures)
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{
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const cmpRallyPoint = Engine.QueryInterface(structure, IID_RallyPoint);
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@ -451,7 +451,7 @@ var g_Commands = {
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"unset-rallypoint": function(player, cmd, data)
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{
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const structures = FilterEntityListWithAllies(cmd.entities || [], player, data.controlAllUnits);
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const structures = FilterEntityListWithAllies(cmd.structures || [], player, data.controlAllUnits);
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for (const structure of structures)
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{
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const cmpRallyPoint = Engine.QueryInterface(structure, IID_RallyPoint);
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@ -921,7 +921,7 @@ function ProcessCommand(player, cmd)
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"controlAllUnits": cmpPlayer.CanControlAllUnits()
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};
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if (cmd.entities && cmd.type !== "set-rallypoint" && cmd.type !== "unset-rallypoint")
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if (cmd.entities)
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data.entities = FilterEntityList(cmd.entities, player, data.controlAllUnits);
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// TODO: queuing order and forcing formations doesn't really work.
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