Added two more abandoned buildings from Tiberian Sun(restricted assets).

This commit is contained in:
Justin Marshall
2020-07-07 16:46:05 -07:00
parent 44e16fb0d8
commit ace3df0d94
8 changed files with 103 additions and 4 deletions
+64 -1
View File
@@ -2489,6 +2489,68 @@ static BuildingTypeClass const ClassAban01(
(short const*)OListWestwood // OVERLAPLIST:List of overlap cell offset.
);
static BuildingTypeClass const ClassAban02(
STRUCT_ABAN02,
TXT_CIV37, // NAME: Short name of the structure.
"ABAN02", // NAME: Short name of the structure.
FACING_NONE, // Foundation direction from center of building.
XYP_COORD(0, 0), // Exit point for produced units.
REMAP_ALTERNATE, // Sidebar remap logic.
0x0000, // Vertical offset.
0x0000, // Primary weapon offset along turret centerline.
0x0000, // Primary weapon lateral offset along turret centerline.
false, // Is this building a fake (decoy?)
true, // Animation rate is regulated for constant speed?
true, // Always use the given name for the building?
false, // Is this a wall type structure?
true, // Simple (one frame) damage imagery?
false, // Is it invisible to radar?
true, // Can the player select this?
true, // Is this a legal target for attack or move?
false, // Is this an insignificant building?
false, // Theater specific graphic image?
false, // Does it have a rotating turret?
false, // Can the building be color remapped to indicate owner?
RTTI_NONE, // The object type produced at this factory.
DIR_N, // Starting idle frame to match construction.
BSIZE_42, // SIZE: Building size.
NULL, // Preferred exit cell list.
(short const*)ListWestwood, // OCCUPYLIST: List of active foundation squares.
(short const*)OListWestwood // OVERLAPLIST:List of overlap cell offset.
);
static BuildingTypeClass const ClassAban03(
STRUCT_ABAN03,
TXT_CIV37, // NAME: Short name of the structure.
"ABAN03", // NAME: Short name of the structure.
FACING_NONE, // Foundation direction from center of building.
XYP_COORD(0, 0), // Exit point for produced units.
REMAP_ALTERNATE, // Sidebar remap logic.
0x0000, // Vertical offset.
0x0000, // Primary weapon offset along turret centerline.
0x0000, // Primary weapon lateral offset along turret centerline.
false, // Is this building a fake (decoy?)
true, // Animation rate is regulated for constant speed?
true, // Always use the given name for the building?
false, // Is this a wall type structure?
true, // Simple (one frame) damage imagery?
false, // Is it invisible to radar?
true, // Can the player select this?
true, // Is this a legal target for attack or move?
false, // Is this an insignificant building?
false, // Theater specific graphic image?
false, // Does it have a rotating turret?
false, // Can the building be color remapped to indicate owner?
RTTI_NONE, // The object type produced at this factory.
DIR_N, // Starting idle frame to match construction.
BSIZE_42, // SIZE: Building size.
NULL, // Preferred exit cell list.
(short const*)ListWestwood, // OCCUPYLIST: List of active foundation squares.
(short const*)OListWestwood // OVERLAPLIST:List of overlap cell offset.
);
static BuildingTypeClass const ClassMission(
STRUCT_MISSION,
TXT_CIVMISS, // NAME: Short name of the structure.
@@ -3056,7 +3118,8 @@ void BuildingTypeClass::Init_Heap(void)
new BuildingTypeClass(ClassBarrel3); // STRUCT_BARREL3
new BuildingTypeClass(ClassAban01);
new BuildingTypeClass(ClassAban02);
new BuildingTypeClass(ClassAban03);
#ifdef FIXIT_ANTS
new BuildingTypeClass(ClassQueen); // STRUCT_QUEEN
new BuildingTypeClass(ClassLarva1); // STRUCT_LARVA1