Fix cloak sounds playing on build for initially cloaked actors.

This commit is contained in:
Paul Chote
2017-05-22 21:51:09 +01:00
committed by reaperrr
parent 5dd6aa7a3a
commit 2e7de2874d

View File

@@ -71,6 +71,7 @@ namespace OpenRA.Mods.Common.Traits
CPos? lastPos;
bool wasCloaked = false;
bool firstTick = true;
int cloakedToken = ConditionManager.InvalidConditionToken;
public Cloak(CloakInfo info)
@@ -153,7 +154,8 @@ namespace OpenRA.Mods.Common.Traits
if (conditionManager != null && cloakedToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(Info.CloakedCondition))
cloakedToken = conditionManager.GrantCondition(self, Info.CloakedCondition);
if (!self.TraitsImplementing<Cloak>().Any(a => a != this && a.Cloaked))
// Sounds shouldn't play if the actor starts cloaked
if (!(firstTick && Info.InitialDelay == 0) && !self.TraitsImplementing<Cloak>().Any(a => a != this && a.Cloaked))
Game.Sound.Play(SoundType.World, Info.CloakSound, self.CenterPosition);
}
else if (!isCloaked && wasCloaked)
@@ -161,11 +163,12 @@ namespace OpenRA.Mods.Common.Traits
if (cloakedToken != ConditionManager.InvalidConditionToken)
cloakedToken = conditionManager.RevokeCondition(self, cloakedToken);
if (!self.TraitsImplementing<Cloak>().Any(a => a != this && a.Cloaked))
if (!(firstTick && Info.InitialDelay == 0) && !self.TraitsImplementing<Cloak>().Any(a => a != this && a.Cloaked))
Game.Sound.Play(SoundType.World, Info.UncloakSound, self.CenterPosition);
}
wasCloaked = isCloaked;
firstTick = false;
}
public bool IsVisible(Actor self, Player viewer)