01.12.2009, 21:46:29
Heh. None. That was the whole point of splitting it up over multiple flags and generalizing them.
To answer the other part of the question, SubjectToTrenches will be parsed by the UC.PassThrough logic, independent from the existence of structures meant to be trenches by design. It was named that way because, while "SubjectToPassThrough" is probably more correct, "SubjectToTrenches" aligns better with the game's existing flags like SubjectToWalls.
If you have a block like
SubjectToTrenches fits right in, imo.
While it may have a tiny potential for confusion, I'm pretty sure that'll be offset by the fact that, in order to use the system, people will read either the documentation or threads like these, pointing out the usage.
- You'll have flags to forward damages to the occupants of an occupied building.
- You'll have flags to always hit the occupants of an occupied building.
- You'll have flags to support the collapsing and rebuilding of buildings.
- You'll have flags to allow moving from one building to an adjacent building.
- You'll have flags to allow temporary takeovers of occupiable buildings.
To answer the other part of the question, SubjectToTrenches will be parsed by the UC.PassThrough logic, independent from the existence of structures meant to be trenches by design. It was named that way because, while "SubjectToPassThrough" is probably more correct, "SubjectToTrenches" aligns better with the game's existing flags like SubjectToWalls.
If you have a block like
Code:
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no
SubjectToTrenches=no
While it may have a tiny potential for confusion, I'm pretty sure that'll be offset by the fact that, in order to use the system, people will read either the documentation or threads like these, pointing out the usage.
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(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again!
(25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.