Add a new OnFireSound property to IonCannonPower

This replaces the hacky use of LaunchSound
This commit is contained in:
abcdefg30
2016-09-12 23:19:45 +02:00
parent b6dc30ca93
commit 41bc3b20ba
2 changed files with 6 additions and 2 deletions

View File

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