Missile description fixes

This commit is contained in:
reaperrr
2016-05-28 15:02:33 +02:00
parent 170fdc89e3
commit 3d2855c3b9

View File

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