made all orders queuable

This commit is contained in:
Bob
2010-11-13 15:52:27 +13:00
parent 04e05d9aed
commit 10ed3db71d
37 changed files with 94 additions and 96 deletions

View File

@@ -79,7 +79,7 @@ namespace OpenRA.Mods.RA
&& a.HasTrait<Selectable>()).FirstOrDefault();
if (underCursor != null)
yield return new Order("ChronosphereSelect", world.LocalPlayer.PlayerActor, underCursor);
yield return new Order("ChronosphereSelect", world.LocalPlayer.PlayerActor, underCursor, false);
}
yield break;
@@ -128,7 +128,7 @@ namespace OpenRA.Mods.RA
{
// Cannot chronoshift into unexplored location
if (world.LocalPlayer.Shroud.IsExplored(xy))
yield return new Order("ChronosphereActivate", world.LocalPlayer.PlayerActor, self, xy);
yield return new Order("ChronosphereActivate", world.LocalPlayer.PlayerActor, self, xy, false);
}
public void Tick(World world)

View File

@@ -77,7 +77,7 @@ namespace OpenRA.Mods.RA
&& a.HasTrait<Selectable>()).FirstOrDefault();
if( underCursor != null )
yield return new Order( "IronCurtain", underCursor.Owner.PlayerActor, underCursor );
yield return new Order( "IronCurtain", underCursor.Owner.PlayerActor, underCursor, false );
}
}

View File

@@ -26,7 +26,7 @@ namespace OpenRA.Mods.RA
protected override void OnActivate()
{
Self.World.IssueOrder(new Order("SonarPulse", Owner.PlayerActor));
Self.World.IssueOrder(new Order("SonarPulse", Owner.PlayerActor, false));
}
public void ResolveOrder(Actor self, Order order)