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Programming / Re: Line endings
« on: November 09, 2012, 09:44:44 pm »
We should add the core.autocrlf to the coding guidelines, because we have lots of people on different platforms that get bitten by this.
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git reset --hard
From then on, you never have to worry about line endings and huge whitespace changes any more.Original XCom was programmed in procedural style with giant array of different global variables and arrays of structures.
So what's wrong with singleton? Is it out of oop paradigm? Or it's make mess in code?
Game::instance()->foo()
instead of theGame->foo()
.
The point is - what creates this drop - I doubt it's pathfinding, because there's no need in pathfinding for xcom AI at all.
so i finally get github "figured out", sit down to take a look at your code, and you've used completely different methods in ruleAlienMission than in... every other ruleset in openxcom.
i'm at a loss here. i just don't know what to do.
should i rewrite it? should i try to figure out wtf you're doing and try to do it that way?
karvanit, what do you mean by "region and zone for each area"?I mean, of the 720 areas, which belong to each region (eg North Americe) and which belong to each zone (eg North America zone 0)? Is it just by position (offset) in the table?
races:
- afterMonth: 0
distribution:
STR_SECTOID: 10
STR_MUTON: 5
- afterMonth: 3
distribution:
STR_SECTOID: 10
STR_FLOATER: 20
STR_MUTON: 50
translation: shoot down scouts, aliens get mad and send bigger scouts and eventually battleships as scouts, or even as the mission ships themselves. (in certain cases, hence why we define it in the rulesets)
see also:
https://www.ufopaedia.org/index.php?title=Terror_Mission#UFOs_with_Terror_Missions