diff --git a/OpenRA.Mods.Cnc/Traits/Render/WithVoxelWalkerBody.cs b/OpenRA.Mods.Cnc/Traits/Render/WithVoxelWalkerBody.cs index 8be1ed3ba1..372c7083ec 100644 --- a/OpenRA.Mods.Cnc/Traits/Render/WithVoxelWalkerBody.cs +++ b/OpenRA.Mods.Cnc/Traits/Render/WithVoxelWalkerBody.cs @@ -72,8 +72,8 @@ namespace OpenRA.Mods.Cnc.Traits.Render void ITick.Tick(Actor self) { - if (movement.CurrentMovementTypes.HasFlag(MovementType.Horizontal) - || movement.CurrentMovementTypes.HasFlag(MovementType.Turn)) + if (movement.CurrentMovementTypes.HasMovementType(MovementType.Horizontal) + || movement.CurrentMovementTypes.HasMovementType(MovementType.Turn)) tick++; if (tick < info.TickRate) diff --git a/OpenRA.Mods.Common/Traits/Air/Aircraft.cs b/OpenRA.Mods.Common/Traits/Air/Aircraft.cs index 18e04453fd..ff42ee73ec 100644 --- a/OpenRA.Mods.Common/Traits/Air/Aircraft.cs +++ b/OpenRA.Mods.Common/Traits/Air/Aircraft.cs @@ -419,7 +419,7 @@ namespace OpenRA.Mods.Common.Traits CurrentMovementTypes = newMovementTypes; - if (!CurrentMovementTypes.HasFlag(MovementType.Horizontal)) + if (!CurrentMovementTypes.HasMovementType(MovementType.Horizontal)) { if (Info.Roll != WAngle.Zero && Roll != WAngle.Zero) Roll = Util.TickFacing(Roll, WAngle.Zero, Info.RollSpeed); diff --git a/OpenRA.Mods.Common/Traits/Mobile.cs b/OpenRA.Mods.Common/Traits/Mobile.cs index f6a40584ed..bc0ef44e7f 100644 --- a/OpenRA.Mods.Common/Traits/Mobile.cs +++ b/OpenRA.Mods.Common/Traits/Mobile.cs @@ -402,10 +402,10 @@ namespace OpenRA.Mods.Common.Traits public bool IsLeaving() { - if (CurrentMovementTypes.HasFlag(MovementType.Horizontal)) + if (CurrentMovementTypes.HasMovementType(MovementType.Horizontal)) return true; - if (CurrentMovementTypes.HasFlag(MovementType.Turn)) + if (CurrentMovementTypes.HasMovementType(MovementType.Turn)) return TurnToMove; return false; diff --git a/OpenRA.Mods.Common/Traits/Render/WithInfantryBody.cs b/OpenRA.Mods.Common/Traits/Render/WithInfantryBody.cs index 1a3f99b3d2..f9178ed220 100644 --- a/OpenRA.Mods.Common/Traits/Render/WithInfantryBody.cs +++ b/OpenRA.Mods.Common/Traits/Render/WithInfantryBody.cs @@ -168,12 +168,12 @@ namespace OpenRA.Mods.Common.Traits.Render wasModifying = rsm.IsModifyingSequence; } - if ((state != AnimationState.Moving || dirty) && move.CurrentMovementTypes.HasFlag(MovementType.Horizontal)) + if ((state != AnimationState.Moving || dirty) && move.CurrentMovementTypes.HasMovementType(MovementType.Horizontal)) { state = AnimationState.Moving; DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, GetDisplayInfo().MoveSequence)); } - else if (((state == AnimationState.Moving || dirty) && !move.CurrentMovementTypes.HasFlag(MovementType.Horizontal)) + else if (((state == AnimationState.Moving || dirty) && !move.CurrentMovementTypes.HasMovementType(MovementType.Horizontal)) || ((state == AnimationState.Idle || state == AnimationState.IdleAnimating) && !self.IsIdle)) PlayStandAnimation(self);