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Bug #538 » 0057-Correct-futher-to-further.patch

main, S3_2 - Marko Lindqvist, 05/03/2024 08:38 PM

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common/networking/connection.c
/**********************************************************************//**
Freeze the connection. Then the packets sent to it won't be sent
immediately, but later, using a compression method. See futher details in
common/packets.[ch].
immediately, but later, using a compression method. See further details
in common/networking/packets.[ch].
**************************************************************************/
void conn_compression_freeze(struct connection *pconn)
{
doc/README.actions
* actor must have a bombard_rate > 0
* actor must have an attack > 0
* actor must be on a tile next to the target or, if bombard_max_range
allows it, futher away.
allows it, further away.
* target owner must be at war with actor. (!)
* if target tile is fully seen, it must have reachable units
......
* can't kill target units
* any action listed in bombard_2_blocked_by must be impossible
* actor must be on a tile next to the target or, if bombard_2_max_range
allows it, futher away.
allows it, further away.
* A copy of "Bombard".
* See "Bombard" for everything else.
......
* can't kill target units
* any action listed in bombard_3_blocked_by must be impossible
* actor must be on a tile next to the target or, if bombard_3_max_range
allows it, futher away.
allows it, further away.
* A copy of "Bombard".
* See "Bombard" for everything else.
......
* can't kill target units
* any action listed in bombard_4_blocked_by must be impossible
* actor must be on a tile next to the target or, if bombard_4_max_range
allows it, futher away.
allows it, further away.
* A copy of "Bombard".
* See "Bombard" for everything else.
......
* UI name can be set using ui_name_bombard_lethal
* any action listed in bombard_lethal_blocked_by must be impossible
* actor must be on a tile next to the target or, if
bombard_lethal_max_range allows it, futher away.
bombard_lethal_max_range allows it, further away.
* can kill target units
* actor must have a bombard_rate > 0
* actor must have an attack > 0
......
* UI name can be set using ui_name_bombard_lethal_2
* any action listed in bombard_lethal_2_blocked_by must be impossible
* actor must be on a tile next to the target or, if
bombard_lethal_2_max_range allows it, futher away.
bombard_lethal_2_max_range allows it, further away.
* See "Bombard Lethal" for everything else.
"Attack"
(1-1/2)