fix some dumbness in Production/ITeleportable

This commit is contained in:
Chris Forbes
2011-01-02 14:41:48 +13:00
parent 7b5a8cf089
commit 2048900c10
5 changed files with 13 additions and 3 deletions

View File

@@ -57,7 +57,7 @@ namespace OpenRA.Mods.RA
// Set the physical position of the unit as the exit cell
teleportable.SetPosition(newUnit,exit);
var to = Util.CenterOfCell(exit);
teleportable.SetPxPosition(newUnit, spawn);
teleportable.AdjustPxPosition(newUnit, spawn);
if (facing != null)
facing.Facing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, facing.Facing) : exitinfo.Facing;
self.World.Add(newUnit);
@@ -84,7 +84,7 @@ namespace OpenRA.Mods.RA
if (rp == null)
return exitLocation;
var mobile = self.TraitOrDefault<Mobile>();
var mobile = newUnit.TraitOrDefault<Mobile>();
if (mobile != null)
{
newUnit.QueueActivity(mobile.MoveTo(rp.rallyPoint, 1));
@@ -92,7 +92,7 @@ namespace OpenRA.Mods.RA
}
// todo: don't talk about HeliFly here.
var helicopter = self.TraitOrDefault<Helicopter>();
var helicopter = newUnit.TraitOrDefault<Helicopter>();
if (helicopter != null)
{
newUnit.QueueActivity(new HeliFly(Util.CenterOfCell(rp.rallyPoint)));