Add ForceDisplayAtGroundLevel to CreateEffectWarhead

Allows to force the effect to always play at ground level, regardless of explosion altitude.
This commit is contained in:
reaperrr
2017-06-05 00:57:38 +02:00
parent d283231d94
commit 2650973d51

View File

@@ -32,6 +32,9 @@ namespace OpenRA.Mods.Common.Warheads
[Desc("Remap explosion effect to player color, if art supports it.")] [Desc("Remap explosion effect to player color, if art supports it.")]
public readonly bool UsePlayerPalette = false; public readonly bool UsePlayerPalette = false;
[Desc("Display explosion effect at ground level, regardless of explosion altitude.")]
public readonly bool ForceDisplayAtGroundLevel = false;
[Desc("List of sounds that can be played on impact.")] [Desc("List of sounds that can be played on impact.")]
public readonly string[] ImpactSounds = new string[0]; public readonly string[] ImpactSounds = new string[0];
@@ -117,7 +120,15 @@ namespace OpenRA.Mods.Common.Warheads
var explosion = Explosions.RandomOrDefault(Game.CosmeticRandom); var explosion = Explosions.RandomOrDefault(Game.CosmeticRandom);
if (Image != null && explosion != null) if (Image != null && explosion != null)
{
if (ForceDisplayAtGroundLevel)
{
var dat = world.Map.DistanceAboveTerrain(pos);
pos = new WPos(pos.X, pos.Y, pos.Z - dat.Length);
}
world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, w, Image, explosion, palette))); world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, w, Image, explosion, palette)));
}
var impactSound = ImpactSounds.RandomOrDefault(Game.CosmeticRandom); var impactSound = ImpactSounds.RandomOrDefault(Game.CosmeticRandom);
if (impactSound != null) if (impactSound != null)