fixed up some chronoshift consistency crap

This commit is contained in:
Chris Forbes
2010-01-24 12:55:35 +13:00
parent d7a2691db3
commit 311bb670a2
3 changed files with 4 additions and 8 deletions

View File

@@ -17,7 +17,7 @@ namespace OpenRa.Orders
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Left)
if (mi.Button == MouseButton.Right)
{
Game.controller.CancelInputMode();
yield break;

View File

@@ -20,7 +20,7 @@ namespace OpenRa.Orders
IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Left)
if (mi.Button == MouseButton.Right)
{
var loc = mi.Location + Game.viewport.Location;
var underCursor = world.FindUnits(loc, loc)
@@ -40,9 +40,8 @@ namespace OpenRa.Orders
var hasChronosphere = world.Actors
.Any(a => a.Owner == world.LocalPlayer && a.traits.Contains<Chronosphere>());
// HACK: re-enable this
//if (!hasChronosphere)
// Game.controller.CancelInputMode();
if (!hasChronosphere)
Game.controller.CancelInputMode();
}
public void Render( World world ) { }

View File

@@ -28,10 +28,7 @@ namespace OpenRa.Traits
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "ChronosphereSelect" && self.Owner == self.World.LocalPlayer)
{
Game.controller.orderGenerator = new ChronoshiftDestinationOrderGenerator(order.TargetActor);
Sound.Play("slcttgt1.aud");
}
if (order.OrderString == "ChronosphereFinish")
{