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binaries/data/mods/public/simulation/components/ProductionQueue.js
Show First 20 Lines • Show All 650 Lines • ▼ Show 20 Lines | ProductionQueue.prototype.SpawnUnits = function(templateName, count, metadata) | ||||
if (createdEnts.length > 0) | if (createdEnts.length > 0) | ||||
Engine.PostMessage(this.entity, MT_TrainingFinished, { | Engine.PostMessage(this.entity, MT_TrainingFinished, { | ||||
"entities": createdEnts, | "entities": createdEnts, | ||||
"owner": cmpOwnership.GetOwner(), | "owner": cmpOwnership.GetOwner(), | ||||
"metadata": metadata, | "metadata": metadata, | ||||
}); | }); | ||||
if (false && createdEnts.length > 1) | |||||
Silier: this is very strange
false and anything = false | |||||
Not Done Inline ActionsOh, yeah that was my way of commenting out xD
Freagarach: Oh, yeah that was my way of commenting out xD
Related to
>Batch training is battalion training? | |||||
{ | |||||
let cmpBattalions = Engine.QueryInterface(SYSTEM_ENTITY, IID_Battalions) | |||||
cmpBattalions.FormBattalion(cmpOwnership.GetOwner(), createdEnts); | |||||
cmpBattalions.Update(); | |||||
} | |||||
return createdEnts.length; | return createdEnts.length; | ||||
}; | }; | ||||
/* | /* | ||||
* Increments progress on the first batch in the production queue, and blocks the | * Increments progress on the first batch in the production queue, and blocks the | ||||
* queue if population limit is reached or some units failed to spawn. | * queue if population limit is reached or some units failed to spawn. | ||||
*/ | */ | ||||
ProductionQueue.prototype.ProgressTimeout = function(data) | ProductionQueue.prototype.ProgressTimeout = function(data) | ||||
▲ Show 20 Lines • Show All 167 Lines • Show Last 20 Lines |
Wildfire Games · Phabricator
this is very strange
false and anything = false