warzone2100/newnet.TODO

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* Notes *
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GAME_CHECK_DROID shouldn't do anything, unless the game is out of synch, now. And should print, if the droid isn't in _exactly_ the same place on all screens.
GAME_BUILD should fix the structure ID of the structure being built. GAME_BUILD and GAME_BUILDFINISHED shouldn't do anything other than that, unless the game is out of synch, now.
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* Everywhere *
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Remove bMultiPlayer and turnOffMultiMsg() hacks, cleaning up any duplicate or dead code on the way.
2010-02-23 00:13:13 -08:00
Sanity check all use of selectedPlayer. It should be used for deciding how the interface works, not for changing the game state in random places for no good reason...
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* Somewhere *
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Fix the extra droid explosion effects after a droid dies, but before the GAME_DROIDDEST message that gives the droid permission to really die. Actually, maybe the GAME_DROIDDEST, GAME_STRUCTDEST and GAME_FEATUREDEST should be turned into just synch messages, and stuff should be removed as soon as destroyed.
Fix production completed and research completed sounds.
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* src/structure.c: *
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structPlaceDroid now sets ppsDroid to NULL. Check that that's ok with cbNewDroid. Since cbNewDroid is only called when the factory runs out of things to build, not every time a new droid is built, it smells like a giant hack, and maybe the droid can just be set to NULL.
Clean up structPlaceDroid. After which, the GAME_SECONDARY_ALL message type will be unused, and should be removed...
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* src/keybind.c *
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Fix kf_CloneSelected.
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* src/hci.c *
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Check that this file doesn't modify droids directly...
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* src/research.c *
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2010-02-23 00:13:13 -08:00
Check the researchResult function. Should a message be sent there, and if so, then should wait for it?
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* src/order.c *
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Just before transporterAddDroid, it changes the droid state directly. Should either not test for selectedPlayer, or should not change the droid state directly. See also: unloadTransporter.