Restore NukePower support for proxy actors.

This commit is contained in:
Paul Chote
2019-12-14 10:17:32 +00:00
committed by abcdefg30
parent 203fff0ab7
commit 3487846636

View File

@@ -16,7 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits namespace OpenRA.Mods.Common.Traits
{ {
class NukePowerInfo : SupportPowerInfo, IRulesetLoaded, Requires<BodyOrientationInfo> class NukePowerInfo : SupportPowerInfo
{ {
[WeaponReference] [WeaponReference]
[FieldLoader.Require] [FieldLoader.Require]
@@ -124,15 +124,20 @@ namespace OpenRA.Mods.Common.Traits
class NukePower : SupportPower class NukePower : SupportPower
{ {
readonly NukePowerInfo info; readonly NukePowerInfo info;
readonly BodyOrientation body; BodyOrientation body;
public NukePower(Actor self, NukePowerInfo info) public NukePower(Actor self, NukePowerInfo info)
: base(self, info) : base(self, info)
{ {
body = self.Trait<BodyOrientation>();
this.info = info; this.info = info;
} }
protected override void Created(Actor self)
{
body = self.TraitOrDefault<BodyOrientation>();
base.Created(self);
}
public override void Activate(Actor self, Order order, SupportPowerManager manager) public override void Activate(Actor self, Order order, SupportPowerManager manager)
{ {
base.Activate(self, order, manager); base.Activate(self, order, manager);
@@ -147,10 +152,13 @@ namespace OpenRA.Mods.Common.Traits
launchpad.Launching(self); launchpad.Launching(self);
var palette = info.IsPlayerPalette ? info.MissilePalette + self.Owner.InternalName : info.MissilePalette; var palette = info.IsPlayerPalette ? info.MissilePalette + self.Owner.InternalName : info.MissilePalette;
var skipAscent = info.SkipAscent || body == null;
var launchPos = skipAscent ? WPos.Zero : self.CenterPosition + body.LocalToWorld(info.SpawnOffset);
var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo, palette, info.MissileUp, info.MissileDown, var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo, palette, info.MissileUp, info.MissileDown,
self.CenterPosition + body.LocalToWorld(info.SpawnOffset), launchPos,
targetPosition, info.DetonationAltitude, info.RemoveMissileOnDetonation, targetPosition, info.DetonationAltitude, info.RemoveMissileOnDetonation,
info.FlightVelocity, info.MissileDelay, info.FlightDelay, info.SkipAscent, info.FlightVelocity, info.MissileDelay, info.FlightDelay, skipAscent,
info.FlashType, info.FlashType,
info.TrailImage, info.TrailSequences, info.TrailPalette, info.TrailUsePlayerPalette, info.TrailDelay, info.TrailInterval); info.TrailImage, info.TrailSequences, info.TrailPalette, info.TrailUsePlayerPalette, info.TrailDelay, info.TrailInterval);