Fix the SuperTransport body type to be SUPER HEAVY, not HEAVY.
Try harder not to have them be on top of each other (only in MultiPlayer games).
Fix explosion type.
Fix damage calculations when they are on the ground.
Try to better balance the Super Transport, hitpoints now at 500, Armor types changed to 35 & 20 and make weapon MG1-VTOL instead of MG3-VTOL.
This reverts commit e3279f6d03.
Conflicts:
src/droid.cpp
* bugfixes:
Hungarian translation update by mtomi78.
If we are a VTOL, ignore ground units when moving over them. In other words, don't try to move around them, since you can fly over them.
Try harder not to have them be on top of each other (only in MultiPlayer games).
Fix explosion type.
Fix damage calculations when they are on the ground.
Try to better balance the Super Transport, hitpoints now at 500, Armor types changed to 35 & 20 and make weapon MG1-VTOL instead of MG3-VTOL.
This caused crashes and probably general weird behaviour.
Introduced due to horrible grid system API involving global variables in 0b7605c4ee.
Fixes ticket:3287 and ticket:3301.
The droid no longer spends 100 ms changing psDroid->sMove.Status from MOVEWAITROUTE to
MOVENAVIGATE plus 100 ms changing from MOVENAVIGATE to MOVEPOINTTOPOINT, before starting
to move.
This changes the average response time of trucks to a move order from 450 ms to 250 ms.
In moveShuffleDroid(), do not iterate over all of own droids on map (optimisation), but
include other player's droids (change).
In moveReachedWayPoint(), increase tolerance of final waypoint, if the droid's path is
blocked, since the most likely cause of the blockage is other droids trying to going to
the same place.
Patrol is no longer useless in groups of 4-or-so or more droids.
Fixes ticket:2996.
When updating the game state, we now determine what happened in the interval
[gameTime - deltaGameTime + 1; gameTime]. The time gameTime - deltaGameTime is now
considered to be in the past, so the game state may be modified at time
gameTime - deltaGameTime + 1, at the earliest.
During GAME_* message processing, deltaGameTime is 0, however it is still considered
valid to change the game state at gameTime - deltaGameTime + 1, since that will lie
within the following update interval.
Refs ticket:3175.
Add some FIXME comments when we properly fix the campaign scripts.
Expose DROID_SUPERTRANSPORTER to the script engine
Fix gifting of the Super Transporter, along with some other fixes.
Fixes ticket:3224
Units now actually move at the speeds given in the design menu, which in the case of
VTOLs is up to 2.5 times faster, and which in the case of land units up to 1.2 times
faster on one particular terrain type, instead of moving at a maximum of
DROID::baseSpeed, which is the speed before terrain modifiers.
Introduced in 4b08dd0b0c.
Fixes ticket:3140.
Apply incendary armour before converting from damage-per-second to damage-per-update,
such that incendary armour is now a per-second value, rather than a per-update value.
Dropped BASE_OBJECT::inFire, the value of which could be determined from BASE_OBJECT::burnStart.
Fixes ticket:3078.
Droid orders are now contained in a DroidOrder structure, instead of order, orderX, orderY, orderX2, orderY2, orderDirection, psTarget, psTarStats members of DROID.
Or in the case of multiple projectiles hitting, render until the last projectile in the projectile
list hits (which might not have been the impact with the latest gameTime).
Smoke trails are now less jumpy.
Explosions now start when the projectile impacts, although the graphics isn't
drawn until the next update since the impact function is called too late.
The fpathTileLOS call seemed useless, since if the path is blocked, there's not much chance
that the destination can be reached by going in a straight line, anyway.
If sending two trucks to build a cyborg factory, the second truck no longer goes in circles
just before the destination when the first truck arrives first. However, this is because it
now no longer ignores the last waypoint, but the main issue is that the second-last waypoint
seems to be missing.