Testing a 'iOS compatible' flag for script mods
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@@ -729,7 +729,7 @@ public class NetServer implements ApplicationListener{
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long elapsed = Math.min(Time.timeSinceMillis(con.lastReceivedClientTime), 1500);
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float maxSpeed = unit.speed();
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float maxMove = elapsed / 1000f * 60f * maxSpeed * 1.2f;
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float maxMove = elapsed / 1000f * 60f * maxSpeed * 1.1f;
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//ignore the position if the player thinks they're dead, or the unit is wrong
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boolean ignorePosition = dead || unit.id != unitID;
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@@ -636,6 +636,12 @@ public class BulletType extends Content implements Cloneable{
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if(trailLength > 0 && b.trail != null && b.trail.size() > 0){
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Fx.trailFade.at(b.x, b.y, trailWidth, trailColor, b.trail.copy());
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}
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//if the bullet never created any frags and is removed (probably by hitting something), it needs to spawn those
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//TODO: disabled for now as this makes vanquish significantly more powerful
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if(b.frags == 0 && !fragOnHit && fragBullet != null){
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// createFrags(b, b.x, b.y);
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}
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}
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public float buildingDamage(Bullet b){
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@@ -274,7 +274,7 @@ public class Waves{
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{nova, pulsar, quasar, vela, corvus},
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{crawler, atrax, spiroct, arkyid, toxopid},
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{risso, minke, bryde, sei, omura},
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{risso, oxynoe, cyerce, aegires, navanax}, //retusa intentionally left out as it cannot damage the core properly
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{retusa, oxynoe, cyerce, aegires, navanax},
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{flare, horizon, zenith, rand.chance(0.5) ? quad : antumbra, rand.chance(0.1) ? quad : eclipse}
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};
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@@ -3,7 +3,7 @@ package mindustry.mod;
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/** Mod listing as a data class. */
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public class ModListing{
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public String repo, name, internalName, subtitle, author, lastUpdated, description, minGameVersion;
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public boolean hasScripts, hasJava;
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public boolean hasScripts, hasJava, iosCompatible;
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public String[] contentTypes = {};
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public int stars;
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@@ -1419,6 +1419,8 @@ public class Mods implements Loadable{
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public boolean hidden;
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/** If true, this mod should be loaded as a Java class mod. This is technically optional, but highly recommended. */
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public boolean java;
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/** If true, this script mod is compatible with iOS. Only set this to true if you don't use extend()/JavaAdapter. */
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public boolean iosCompatible;
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/** To rescale textures with a different size. Represents the size in pixels of the sprite of a 1x1 block. */
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public float texturescale = 1.0f;
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/** If true, bleeding is skipped and no content icons are generated. */
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@@ -486,7 +486,7 @@ public class ModsDialog extends BaseDialog{
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}
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for(ModListing mod : listings){
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if(((mod.hasJava || mod.hasScripts) && Vars.ios) ||
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if(((mod.hasJava || mod.hasScripts && !mod.iosCompatible) && Vars.ios) ||
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(!Strings.matches(searchtxt, mod.name) && !Strings.matches(searchtxt, mod.repo))
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) continue;
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