Merge the two DamageState types

This commit is contained in:
Paul Chote
2010-07-30 21:26:46 +12:00
parent 41c0d175bd
commit 028c5b5201
19 changed files with 37 additions and 57 deletions

View File

@@ -160,18 +160,18 @@ namespace OpenRA.Mods.RA
void UpdateState()
{
// If this is a long bridge next to a destroyed shore piece, we need die to give clean edges to the break
if (Info.Long && Health.DamageState != DamageState.Dead &&
if (Info.Long && Health.ExtendedDamageState != ExtendedDamageState.Dead &&
((southNeighbour != null && Info.ShorePieces.Contains(southNeighbour.Type) && !IsIntact(southNeighbour)) ||
(northNeighbour != null && Info.ShorePieces.Contains(northNeighbour.Type) && !IsIntact(northNeighbour))))
{
self.Kill(self); // this changes the damagestate
}
var ds = Health.DamageState;
currentTemplate = (ds == DamageState.Half && Info.DamagedTemplate > 0) ? Info.DamagedTemplate :
(ds == DamageState.Dead && Info.DestroyedTemplate > 0) ? Info.DestroyedTemplate : Info.Template;
var ds = Health.ExtendedDamageState;
currentTemplate = (ds == ExtendedDamageState.Half && Info.DamagedTemplate > 0) ? Info.DamagedTemplate :
(ds == ExtendedDamageState.Dead && Info.DestroyedTemplate > 0) ? Info.DestroyedTemplate : Info.Template;
if (Info.Long && ds == DamageState.Dead)
if (Info.Long && ds == ExtendedDamageState.Dead)
{
// Long bridges have custom art for multiple segments being destroyed
bool waterToSouth = !IsIntact(southNeighbour);
@@ -185,7 +185,7 @@ namespace OpenRA.Mods.RA
currentTemplate = Info.DestroyedPlusSouthTemplate;
}
if (ds == DamageState.Dead && !dead)
if (ds == ExtendedDamageState.Dead && !dead)
{
dead = true;
KillUnitsOnBridge();
@@ -198,7 +198,7 @@ namespace OpenRA.Mods.RA
public void Damaged(Actor self, AttackInfo e)
{
if (e.DamageStateChanged)
if (e.ExtendedDamageStateChanged)
{
UpdateState();
if (northNeighbour != null) northNeighbour.UpdateState();