Merge pull request #9942 from abcdefg30/descexplodes

Fix the documentation of Explodes
This commit is contained in:
Oliver Brakmann
2015-11-11 22:14:14 +01:00
2 changed files with 14 additions and 3 deletions

View File

@@ -35,8 +35,8 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Health level at which actor will explode.")]
public readonly int DamageThreshold = 0;
[Desc("DeathType(s) to apply upon explosion.")]
public readonly HashSet<string> DeathType = new HashSet<string>();
[Desc("DeathType(s) that trigger the explosion. Leave empty to always trigger an explosion.")]
public readonly HashSet<string> DeathTypes = new HashSet<string>();
public WeaponInfo WeaponInfo { get; private set; }
public WeaponInfo EmptyWeaponInfo { get; private set; }
@@ -70,7 +70,7 @@ namespace OpenRA.Mods.Common.Traits
return;
var warhead = e.Warhead as DamageWarhead;
if (info.DeathType.Count > 0 && warhead != null && !warhead.DamageTypes.Overlaps(info.DeathType))
if (info.DeathTypes.Count > 0 && warhead != null && !warhead.DamageTypes.Overlaps(info.DeathTypes))
return;
var weapon = ChooseWeaponForExplosion(self);

View File

@@ -2377,6 +2377,17 @@ namespace OpenRA.Mods.Common.UtilityCommands
node.Key = "ParticleSize";
}
// DeathType on Explodes was renamed to DeathTypes
if (engineVersion < 20151110)
{
if (node.Key == "Explodes")
{
var dt = node.Value.Nodes.FirstOrDefault(n => n.Key == "DeathType");
if (dt != null)
dt.Key = "DeathTypes";
}
}
UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
}
}