Add a new OnFireSound property to IonCannonPower
This replaces the hacky use of LaunchSound
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@@ -43,6 +43,9 @@ namespace OpenRA.Mods.Cnc.Traits
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[Desc("Apply the weapon impact this many ticks into the effect")]
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public readonly int WeaponDelay = 7;
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[Desc("Sound to instantly play at the targeted area.")]
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public readonly string OnFireSound = null;
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public override object Create(ActorInitializer init) { return new IonCannonPower(init.Self, this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai) { WeaponInfo = rules.Weapons[Weapon.ToLowerInvariant()]; }
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}
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@@ -63,7 +66,8 @@ namespace OpenRA.Mods.Cnc.Traits
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self.World.AddFrameEndTask(w =>
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{
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Game.Sound.Play(Info.LaunchSound, self.World.Map.CenterOfCell(order.TargetLocation));
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Game.Sound.Play(Info.LaunchSound);
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Game.Sound.Play(info.OnFireSound, self.World.Map.CenterOfCell(order.TargetLocation));
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w.Add(new IonCannon(self.Owner, info.WeaponInfo, w, self.CenterPosition, order.TargetLocation,
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info.Effect, info.EffectSequence, info.EffectPalette, info.WeaponDelay));
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