diff --git a/CREDITS.md b/CREDITS.md index 84e88ce0fb..cc29a97072 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -363,7 +363,6 @@ This page lists all the individual contributions to the project by their author. - Flashing Technos on selecting - Promotion animation - **ZivDero** - - Allow giving ownership of buildings to players in Skirmish and MP using - Re-enable the Veinhole Monster and Weeds from TS - Recreate the weed-charging of SWs like the TS Chemical Missile - Allow to change the speed of gas particles diff --git a/Phobos.vcxproj b/Phobos.vcxproj index 9571aaf413..32890abf5e 100644 --- a/Phobos.vcxproj +++ b/Phobos.vcxproj @@ -62,7 +62,6 @@ - diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index 4156cc423f..e7c5059e14 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -126,7 +126,6 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Fixed `DeployToFire` not considering building placement rules for `DeploysInto` buildings and as a result not working properly with `WaterBound` buildings. - Fixed `DeployToFire` not recalculating firer's position on land if it cannot currently deploy. - `Arcing=true` projectile elevation inaccuracy can now be fixed by setting `Arcing.AllowElevationInaccuracy=false`. -- You can now specify houses named `` through `` as the owner of TechnoTypes preplaced on the map in the editor, and they will be correctly given to players starting on points 1-8. Originally, it was only possible to use these house names in events, actions and teams. - Wall overlays are now drawn with the custom palette defined in `Palette` in `artmd.ini` if possible. - `Secondary` will now be used against walls if `Primary` weapon Warhead has `Wall=false`, `Secondary` has `Wall=true` and the firer does not have `NoSecondaryWeaponFallback` set to true. - Setting `ReloadInTransport` to true on units with `Ammo` will allow the ammo to be reloaded according to `Reload` or `EmptyReload` timers even while the unit is inside a transport. diff --git a/docs/Whats-New.md b/docs/Whats-New.md index a0265a6137..382a6e2662 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -373,7 +373,6 @@ New: - Unhardcoded timer blinking color scheme (by Starkku) - Customizing shield self-healing timer restart when shield is damaged (by Starkku) - Customizing minimum & maximum amount of damage shield can take from a single hit (by Starkku) -- Players can now be given ownership of preplaced buildings in Skirmish and Multiplayer in maps using houses of the format where X goes from A to H for spawn positions 1-8 (by ZivDero) - `AutoDeath.Technos(Dont)Exist` can optionally track limboed (not physically on map, e.g transports etc) technos (by Starkku) - Wall overlay `Palette` support (by Starkku) - Show designator & inhibitor range (by Morton) diff --git a/src/Ext/House/Body.cpp b/src/Ext/House/Body.cpp index eb67f996b2..5c4b25b69f 100644 --- a/src/Ext/House/Body.cpp +++ b/src/Ext/House/Body.cpp @@ -361,28 +361,6 @@ void HouseExt::GetAIChronoshiftSupers(HouseClass* pThis, SuperClass*& pSuperCSph } } -// Gives player houses names based on their spawning spot -void HouseExt::SetSkirmishHouseName(HouseClass* pHouse) -{ - int spawn_position = pHouse->GetSpawnPosition(); - - // Default behaviour if something went wrong - if (spawn_position < 0 || spawn_position > 7) - { - if (pHouse->IsHumanPlayer) - sprintf(pHouse->PlainName, ""); - else - sprintf(pHouse->PlainName, "Computer"); - } - else - { - const char letters[9] = "ABCDEFGH"; - sprintf(pHouse->PlainName, "", letters[spawn_position]); - } - - Debug::Log("%s, %ls, position %d\n", pHouse->PlainName, pHouse->UIName, spawn_position); -} - // Ares HouseClass* HouseExt::GetHouseKind(OwnerHouseKind const kind, bool const allowRandom, HouseClass* const pDefault, HouseClass* const pInvoker, HouseClass* const pVictim) { diff --git a/src/Ext/House/Body.h b/src/Ext/House/Body.h index 072a80cd68..0b0cca3a1c 100644 --- a/src/Ext/House/Body.h +++ b/src/Ext/House/Body.h @@ -144,7 +144,6 @@ class HouseExt static HouseClass* GetHouseKind(OwnerHouseKind kind, bool allowRandom, HouseClass* pDefault, HouseClass* pInvoker = nullptr, HouseClass* pVictim = nullptr); static CellClass* GetEnemyBaseGatherCell(HouseClass* pTargetHouse, HouseClass* pCurrentHouse, CoordStruct defaultCurrentCoords, SpeedType speedTypeZone, int extraDistance = 0); static void GetAIChronoshiftSupers(HouseClass* pThis, SuperClass*& pSuperCSphere, SuperClass*& pSuperCWarp); - static void SetSkirmishHouseName(HouseClass* pHouse); static bool IsDisabledFromShell( HouseClass const* pHouse, BuildingTypeClass const* pItem); diff --git a/src/Misc/Hooks.AssignHouses.cpp b/src/Misc/Hooks.AssignHouses.cpp deleted file mode 100644 index eeefdae32a..0000000000 --- a/src/Misc/Hooks.AssignHouses.cpp +++ /dev/null @@ -1,24 +0,0 @@ -#include -#include -#include - -DEFINE_HOOK(0x68804A, AssignHouses_PlayerHouses, 0x5) -{ - GET(HouseClass*, pPlayerHouse, EBP); - - HouseExt::SetSkirmishHouseName(pPlayerHouse); - - return 0x68808E; -} - -DEFINE_HOOK(0x688210, AssignHouses_ComputerHouses, 0x5) -{ - GET(HouseClass*, pAiHouse, EBP); - - HouseExt::SetSkirmishHouseName(pAiHouse); - - return 0x688252; -} - -// Skips checking the gamemode or who the player is when assigning houses -DEFINE_JUMP(LJMP, 0x44F8CB, 0x44F8E1)