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authorJérémy Zurcher <jeremy@asynk.ch>2016-04-13 23:44:53 +0200
committerJérémy Zurcher <jeremy@asynk.ch>2016-04-13 23:48:54 +0200
commit95d0131cb9733d273b81bf63a8778dc2b8e0a414 (patch)
treebe0bca04dc39f66ce1ffbeb5f22e191123e5facf /TODO
parent513938e9b1731308535ef45336239f9209e2e396 (diff)
downloadRustAndDust-95d0131cb9733d273b81bf63a8778dc2b8e0a414.zip
RustAndDust-95d0131cb9733d273b81bf63a8778dc2b8e0a414.tar.gz
WIPkeep
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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