Fix bridges and trees

This commit is contained in:
Paul Chote
2010-01-31 19:59:35 +13:00
parent 69aff6e0f0
commit 1038a9a7e8
8 changed files with 349 additions and 5 deletions

View File

@@ -36,6 +36,7 @@ namespace OpenRa
if (name != null)
{
Log.Write("Loading {0}",name.ToLowerInvariant());
Info = Rules.Info[name.ToLowerInvariant()];
Health = this.GetMaxHP();

View File

@@ -51,12 +51,12 @@ namespace OpenRa
}
}
/*if (replacedTiles.Any())
if (replacedTiles.Any())
{
var a = w.CreateActor(template.Bridge, new int2(ni, nj), null);
var br = a.traits.Get<Bridge>();
br.SetTiles(w, template, replacedTiles);
}*/
}
}
static bool IsBridge(World w, ushort t)

View File

@@ -77,12 +77,12 @@ namespace OpenRa
viewport = new Viewport(clientSize, Game.world.Map.Offset, Game.world.Map.Offset + Game.world.Map.Size, renderer);
Timer.Time( "SeqProv, viewport: {0}" );
/*
skipMakeAnims = true;
foreach (var treeReference in Game.world.Map.Trees)
world.CreateActor(treeReference.Image, new int2(treeReference.Location), null);
Timer.Time( "trees: {0}" );
*/
world.LoadMapActors(Rules.AllRules);
skipMakeAnims = false;
Timer.Time( "map actors: {0}" );