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author | Jérémy Zurcher <jeremy@asynk.ch> | 2016-04-13 23:44:53 +0200 |
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committer | Jérémy Zurcher <jeremy@asynk.ch> | 2016-04-13 23:48:54 +0200 |
commit | 95d0131cb9733d273b81bf63a8778dc2b8e0a414 (patch) | |
tree | be0bca04dc39f66ce1ffbeb5f22e191123e5facf /TODO | |
parent | 513938e9b1731308535ef45336239f9209e2e396 (diff) | |
download | RustAndDust-95d0131cb9733d273b81bf63a8778dc2b8e0a414.zip RustAndDust-95d0131cb9733d273b81bf63a8778dc2b8e0a414.tar.gz |
WIPkeep
Diffstat (limited to 'TODO')
-rw-r--r-- | TODO | 11 |
1 files changed, 10 insertions, 1 deletions
@@ -1,8 +1,17 @@ FIX: + - Order.orderId ??? + - clean up Map4 from activated, activable stuff, maybe should stay in states !?!? + - check unitId (static) after reinforcement arrive !!! + - after JSON load Unit.unitId must be set to max() + - load last turn synched - fix shoot animations, quit -> resume + - Orders boolean:replay, [if needed : id->seq(hq activation->same seq)] + - public Order map.prepareYxzOrder( ) + - postOrder() + - ctrl set ANIMATION state + map.processOrder() -> save if not replay + - at ANIMATION END, pay AP if needed (order.cost) ... TODO: - - check revert - turret aiming sound - moving cloudy sky overlay - Rules |