Merge pull request #9709 from reaperrr/unitsat-actorsat
Rename ActorMap *UnitsAt* occurences to *ActorsAt*
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@@ -85,7 +85,7 @@ namespace OpenRA.Mods.RA.Activities
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static bool ShouldLayMine(Actor self, CPos p)
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{
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// If there is no unit (other than me) here, we want to place a mine here
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return self.World.ActorMap.GetUnitsAt(p).All(a => a == self);
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return self.World.ActorMap.GetActorsAt(p).All(a => a == self);
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}
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void LayMine(Actor self)
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@@ -63,7 +63,7 @@ namespace OpenRA.Mods.RA.Activities
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mobile.FinishedMoving(self);
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mobile.IsMoving = false;
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self.World.ActorMap.GetUnitsAt(mobile.ToCell, mobile.ToSubCell)
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self.World.ActorMap.GetActorsAt(mobile.ToCell, mobile.ToSubCell)
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.Except(new[] { self }).Where(t => weapon.IsValidAgainst(t, self))
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.Do(t => t.Kill(self));
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@@ -62,7 +62,7 @@ namespace OpenRA.Mods.RA.Traits
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var tiles = Self.World.Map.FindTilesInCircle(xy, range);
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var units = new HashSet<Actor>();
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foreach (var t in tiles)
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units.UnionWith(Self.World.ActorMap.GetUnitsAt(t));
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units.UnionWith(Self.World.ActorMap.GetActorsAt(t));
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return units.Where(a => a.Info.HasTraitInfo<ChronoshiftableInfo>() &&
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!a.TraitsImplementing<IPreventsTeleport>().Any(condition => condition.PreventsTeleport(a)));
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