MegaGlest/source/glest_game/types
Banestorm 35ff02052c
Remove command priority system
This was resulting in non-intuitive and surprising behaviour when queuing
commands. Removing this system results in Megaglest behaving more like
other RTS games.

For instance, the following are now possible and weren't previously:
- Queuing multiple attack ground commands to move along a specific path
attacking all enemies on the way.
- Queuing attack ground followed by hold position, which is a sensible
  thing to do if you want a unit to guard a specific area.
- Queuing a move command followed by a produce command, if you want to
  have your summoner summon a daemon at a specific location.

The behaviour of queuing the stop command is unchanged, and commands that
must be the last in the queue, such as morphing, are still properly replaced when something
else is queued.
2022-09-06 02:11:05 +04:00
..
command_type.cpp added missing spaces 2017-01-06 23:51:24 +01:00
command_type.h Remove command priority system 2022-09-06 02:11:05 +04:00
damage_multiplier.cpp - a few minor bug fixes related to code warnings 2013-11-19 06:14:06 +00:00
damage_multiplier.h attempt for big cleanup of out of synch issues, please test! 2013-09-23 17:16:34 +00:00
element_type.cpp - a few minor bug fixes related to code warnings 2013-11-19 06:14:06 +00:00
element_type.h - windows x64 updates to get things compiling on vc2012 x64 2013-11-02 11:04:52 +00:00
faction_type.cpp - round 2 of cppcheck code cleanup 2017-10-09 20:21:14 -07:00
faction_type.h - round 2 of cppcheck code cleanup 2017-10-09 20:21:14 -07:00
object_type.cpp Start to abstract model 2013-12-05 16:17:41 +01:00
object_type.h - windows x64 updates to get things compiling on vc2012 x64 2013-11-02 11:04:52 +00:00
projectile_type.cpp Added the ability for SpawnAttacks to let the units spawn when the projectile arrives at the targetpos. 2014-07-27 21:41:40 +02:00
projectile_type.h Added the ability for SpawnAttacks to let the units spawn when the projectile arrives at the targetpos. 2014-07-27 21:41:40 +02:00
resource_type.cpp Error handling 2016-11-30 22:33:41 +01:00
resource_type.h - bugfix for validation techtree (resources with particles caused crash on validate) 2012-05-24 07:08:31 +00:00
skill_type.cpp Error handling 2016-11-30 22:33:41 +01:00
skill_type.h spawn units on death 2016-11-20 16:19:53 +01:00
tech_tree.cpp Error handling 2016-11-28 02:36:55 +01:00
tech_tree.h - first round of cleanup from cppcheck report 2017-10-09 19:09:36 -07:00
tileset_model_type.cpp cleaned up code based on feedback from cppcheck 2013-10-25 05:45:54 +00:00
tileset_model_type.h - applied patch to allow tilesets to not force random object placement 2013-10-08 04:36:21 +00:00
unit_type.cpp Allow a selected group to have the attack command even if some units … (#217) 2022-08-08 23:26:47 +01:00
unit_type.h - round 2 of cppcheck code cleanup 2017-10-09 20:21:14 -07:00
upgrade_type.cpp Level up should not be effect boosts 2021-11-23 18:17:45 +01:00
upgrade_type.h - more cppcheck cleanup, AND some new inernal steam commandline parameters to reset stats and enable debugging 2017-10-09 23:09:52 -07:00