Rename Bullet Trail to TrailImage
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@@ -46,10 +46,10 @@ namespace OpenRA.Mods.Common.Projectiles
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[PaletteReference] public readonly string ShadowPalette = "shadow";
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[Desc("Trail animation.")]
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public readonly string Trail = null;
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public readonly string TrailImage = null;
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[SequenceReference("Trail")] public readonly string[] TrailSequences = { "idle" };
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[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
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[SequenceReference("TrailImage")] public readonly string[] TrailSequences = { "idle" };
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[Desc("Is this blocked by actors with BlocksProjectiles trait.")]
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public readonly bool Blockable = true;
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@@ -183,10 +183,10 @@ namespace OpenRA.Mods.Common.Projectiles
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shouldExplode = true;
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}
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if (!string.IsNullOrEmpty(info.Trail) && --smokeTicks < 0)
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if (!string.IsNullOrEmpty(info.TrailImage) && --smokeTicks < 0)
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{
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var delayedPos = WPos.LerpQuadratic(args.Source, target, angle, ticks - info.TrailDelay, length);
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(delayedPos, w, info.Trail, info.TrailSequences.Random(world.SharedRandom),
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(delayedPos, w, info.TrailImage, info.TrailSequences.Random(world.SharedRandom),
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trailPalette, false, false, GetEffectiveFacing())));
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smokeTicks = info.TrailInterval;
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