Fix KillSelf behaviour for out-of-world actors.

This commit is contained in:
Paul Chote
2017-02-05 11:33:52 +00:00
parent b018c3d837
commit 1518da1062

View File

@@ -34,41 +34,41 @@ namespace OpenRA.Mods.Common.Traits
lifetime = Util.RandomDelay(self.World, info.Delay);
}
public void AddedToWorld(Actor self)
protected override void TraitEnabled(Actor self)
{
// Actors can be created without being added to the world
// We want to make sure that this only triggers once they are inserted into the world
if (lifetime == 0 && self.IsInWorld)
Kill(self);
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
if (!IsTraitDisabled)
TraitEnabled(self);
}
protected override void TraitEnabled(Actor self)
{
if (self.IsDead)
return;
if (lifetime > 0)
return;
if (Info.RemoveInstead || !self.Info.HasTraitInfo<HealthInfo>())
self.Dispose();
else
self.Kill(self);
}
void ITick.Tick(Actor self)
{
if (self.IsDead || IsTraitDisabled)
if (!self.IsInWorld || self.IsDead || IsTraitDisabled)
return;
if (!self.World.Map.Contains(self.Location))
return;
if (lifetime-- == 0)
if (lifetime-- <= 0)
Kill(self);
}
void Kill(Actor self)
{
if (self.IsDead)
return;
if (Info.RemoveInstead || !self.Info.HasTraitInfo<HealthInfo>())
self.Dispose();
else
self.Kill(self);
}
}
}
}