Missile description fixes
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@@ -100,19 +100,19 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Image that contains the trail animation.")]
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public readonly string TrailImage = null;
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[Desc("Smoke sequence name.")]
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[Desc("Trail sequence name.")]
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[SequenceReference("TrailImage")] public readonly string TrailSequence = "idle";
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[Desc("Palette used to render the smoke sequence.")]
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[Desc("Palette used to render the trail sequence.")]
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[PaletteReference("TrailUsePlayerPalette")] public readonly string TrailPalette = "effect";
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[Desc("Use the Player Palette to render the smoke sequence.")]
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[Desc("Use the Player Palette to render the trail sequence.")]
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public readonly bool TrailUsePlayerPalette = false;
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[Desc("Interval in ticks between spawning smoke animation.")]
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[Desc("Interval in ticks between spawning trail animation.")]
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public readonly int TrailInterval = 2;
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[Desc("Should smoke animation be spawned when the propulsion is not activated.")]
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[Desc("Should trail animation be spawned when the propulsion is not activated.")]
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public readonly bool TrailWhenDeactivated = false;
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public readonly int ContrailLength = 0;
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@@ -817,7 +817,7 @@ namespace OpenRA.Mods.Common.Projectiles
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shouldExplode = true;
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}
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// Create the smoke trail effect
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// Create the sprite trail effect
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if (!string.IsNullOrEmpty(info.TrailImage) && --ticksToNextSmoke < 0 && (state != States.Freefall || info.TrailWhenDeactivated))
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{
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos - 3 * move / 2, w, info.TrailImage, info.TrailSequence, trailPalette, false, false, renderFacing)));
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