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Copy file name to clipboardExpand all lines: CHANGELOG.md
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@@ -125,6 +125,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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-`Scene` Lua functions `AddNavigatableArea(areaName)` and `ClearNavigatableAreas()` have been renamed/corrected to `AddNavigableArea(areaName)` and `ClearNavigableAreas()`, respectively.
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-`MOSRotating` Lua function `AddWound` now additionally accepts the format `MOSRotating:AddWound(AEmitter* woundToAdd, const Vector& parentOffsetToSet, bool checkGibWoundLimit, bool isEntryWound, bool isExitWound)`, allowing modders to specify added wounds as entry- or exit wounds, for the purpose of not playing multiple burst sounds on the same frame. These new arguments are optional.
// Find and detach an attachable near the new wound before gibbing the object itself. TODO: Perhaps move this to Actor, since it's more relevant there?
/// Removes the specified number of wounds from this MOSRotating, and returns damage caused by these removed wounds.
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/// Includes any Attachables (and their Attachables, etc.) that have a positive damage multiplier.
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/// @param numberOfWoundsToRemove The number of wounds that should be removed.
@@ -540,8 +546,10 @@ namespace RTE {
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Vector m_RecoilOffset;
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// The list of wound AEmitters currently attached to this MOSRotating, and owned here as well.
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std::vector<AEmitter*> m_Wounds;
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// Whether we added a wound with a BurstSound this frame or not, so we can disable further ones to avoid audio spam.
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bool m_WoundBurstSoundPlayedThisFrame;
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// Whether we added an entry wound with a BurstSound this frame or not, so we can disable further ones to avoid audio spam.
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bool m_EntryWoundBurstSoundPlayedThisFrame;
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// Whether we added an exit wound with a BurstSound this frame or not.
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bool m_ExitWoundBurstSoundPlayedThisFrame;
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// The list of Attachables currently attached and Owned by this.
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std::list<Attachable*> m_Attachables;
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std::unordered_set<unsignedlong> m_ReferenceHardcodedAttachableUniqueIDs; //!< An unordered set is filled with the Unique IDs of all of the reference object's hardcoded Attachables when using the copy Create.
staticconst std::string contactAuthor = "Please contact the mod author or ask for help in the CCCP discord server.";
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RTEAssert(m_SupportedGameVersion, m_FileName + " does not specify a supported Cortex Command version, so it is not compatible with this version of Cortex Command (" + c_GameVersion.str() + ")\n\n" + contactAuthor);
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if (!m_SupportedGameVersion) {
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return;
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}
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if (*m_SupportedGameVersion == c_GameVersion) {
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return;
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}
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staticconst std::string contactAuthor = "Please contact the mod author or ask for help in the CCCP discord server.";
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RTEAssert(m_SupportedGameVersion, m_FileName + " does not specify a supported Cortex Command version, so it is not compatible with this version of Cortex Command (" + c_GameVersion.str() + ").\n\n" + contactAuthor);
RTEAssert(!modulePrereleaseVersionMismatch && !moduleBuildVersionMismatch, m_FileName + " was developed for pre-release build of Cortex Command v" + m_SupportedGameVersion->str() + ", this game version (v" + c_GameVersion.str() + ") is incompatible.\n\nMods developed on a pre-release must match the game version exactly.\n" + contactAuthor);
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RTEAssert(!modulePrereleaseVersionMismatch && !moduleBuildVersionMismatch, m_FileName + " was developed for pre-release build of Cortex Command v" + m_SupportedGameVersion->str() + ", so this game version (v" + c_GameVersion.str() + ") may not support it.\n\n" + contactAuthor);
RTEAssert(!gamePrereleaseVersionMismatch && !gameBuildVersionMismatch, m_FileName + " was developed for Cortex Command v" + m_SupportedGameVersion->str() + ", this pre-release version of the game (v" + c_GameVersion.str() + ") may not support it.\n\nMods must match the game version exactly to use pre-release builds.\n" + contactAuthor);
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RTEAssert(!gamePrereleaseVersionMismatch && !gameBuildVersionMismatch, m_FileName + " was developed for Cortex Command v" + m_SupportedGameVersion->str() + ", so this pre-release version of the game (v" + c_GameVersion.str() + ") may not support it.\n\n" + contactAuthor);
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// Game engine is the same major version as the Module
RTEAssert(majorVersionMatch && minorVersionInRange, m_FileName + " was developed for Cortex Command v" + m_SupportedGameVersion->str() + ", so this version of Cortex Command (v" + c_GameVersion.str() + ") may not support it.\n" + contactAuthor);
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RTEAssert(majorVersionMatch && minorVersionInRange, m_FileName + " was developed for Cortex Command v" + m_SupportedGameVersion->str() + ", so this version of Cortex Command (v" + c_GameVersion.str() + ") may not support it.\n\n" + contactAuthor);
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