Move AirThreshold to Warhead
To reduce duplication and for later use in more warheads.
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@@ -44,10 +44,6 @@ namespace OpenRA.Mods.Common.Warheads
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[Desc("Chance of impact sound to play.")]
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public readonly int ImpactSoundChance = 100;
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[Desc("Consider explosion above this altitude an air explosion.",
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"If that's the case, this warhead will consider the explosion position to have the 'Air' TargetType (in addition to any nearby actor's TargetTypes).")]
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public readonly WDist AirThreshold = new WDist(128);
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[Desc("Whether to consider actors in determining whether the explosion should happen. If false, only terrain will be considered.")]
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public readonly bool ImpactActors = true;
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@@ -26,9 +26,6 @@ namespace OpenRA.Mods.Common.Warheads
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[Desc("Type of smudge to apply to terrain.")]
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public readonly HashSet<string> SmudgeType = new HashSet<string>();
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[Desc("How close to ground must the impact happen to spawn smudges.")]
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public readonly WDist AirThreshold = new WDist(128);
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[Desc("Percentual chance the smudge is created.")]
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public readonly int Chance = 100;
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@@ -46,6 +46,9 @@ namespace OpenRA.Mods.Common.Warheads
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[Desc("Can this warhead affect the actor that fired it.")]
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public readonly bool AffectsParent = false;
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[Desc("If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).")]
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public readonly WDist AirThreshold = new WDist(128);
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[Desc("Delay in ticks before applying the warhead effect.", "0 = instant (old model).")]
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public readonly int Delay = 0;
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