There is not some callin that gets run once a unit gets repaired, right? There is for example the callin UnitDamaged() when a unit's health decreases. Isn't there some callin for the opposite(UnitRepaired, UnitHealed..)?
I don't want to run GameFrame() to check a unit's health. Feels a bit overkill.
UnitRepaired() callin missing?
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Re: UnitRepaired() callin missing?
Locals please report once unithealth is to the max...
Remember only you can prevent SimCity from beeing overcrowded.
Remember only you can prevent SimCity from beeing overcrowded.
Re: UnitRepaired() callin missing?
I'm not sure if AllowUnitBuildStep() is called when repairing is done or not.
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Re: UnitRepaired() callin missing?
I recall that it is not called for repairing as the ZK implementation of variable repair speeds uses modification of unit cost instead of AllowUnitBuildStep().I'm not sure if AllowUnitBuildStep() is called when repairing is done or not.
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Re: UnitRepaired() callin missing?
Or maybe we use unit costs because it is nineteen bajillion times cheaper than a 32*builders/gameframe callin.Google_Frog wrote:I recall that it is not called for repairing as the ZK implementation of variable repair speeds uses modification of unit cost instead of AllowUnitBuildStep().I'm not sure if AllowUnitBuildStep() is called when repairing is done or not.
(though that doesn't mean for sure it's called during repair)
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Re: UnitRepaired() callin missing?
Unit costs uses unitDamaged.