fix d2k production queues
ClassicProductionQueue gets support for new notification system d2k now uses the ClassicProductionQueue system to avoid spamming Starport has cheaper threshold prices adds a new production queue but has long delivery times also no starport price fluctuation to improve balancing
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@@ -374,15 +374,15 @@ namespace OpenRA.Mods.RA.Widgets
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{
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// instant cancel of things we havent really started yet, and things that are finished
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if (producing.Paused || producing.Done || producing.TotalCost == producing.RemainingCost)
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{
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Sound.Play(CurrentQueue.Info.CancelledAudio);
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{
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Sound.PlayNotification(world.LocalPlayer, "Speech", CurrentQueue.Info.CancelledAudio, world.LocalPlayer.Country.Race);
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int numberToCancel = Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1;
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world.IssueOrder(Order.CancelProduction(CurrentQueue.self, item, numberToCancel));
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}
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else
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{
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Sound.Play(CurrentQueue.Info.OnHoldAudio);
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Sound.PlayNotification(world.LocalPlayer, "Speech", CurrentQueue.Info.OnHoldAudio, world.LocalPlayer.Country.Race);
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world.IssueOrder(Order.PauseProduction(CurrentQueue.self, item, true));
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}
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}
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@@ -391,7 +391,8 @@ namespace OpenRA.Mods.RA.Widgets
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void StartProduction( World world, string item )
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{
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Sound.Play(CurrentQueue.Info.QueuedAudio);
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Sound.PlayNotification(world.LocalPlayer, "Speech", CurrentQueue.Info.QueuedAudio, world.LocalPlayer.Country.Race);
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world.IssueOrder(Order.StartProduction(CurrentQueue.self, item,
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Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1));
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}
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