Fix variable naming in Locomotor.
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@@ -336,14 +336,14 @@ namespace OpenRA.Mods.Common.Traits
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return world.ActorMap.FreeSubCell(cell, preferredSubCell);
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}
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bool IsBlockedBy(Actor self, Actor otherActor, Actor ignoreActor, BlockedByActor check, CellFlag cellFlag)
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bool IsBlockedBy(Actor actor, Actor otherActor, Actor ignoreActor, BlockedByActor check, CellFlag cellFlag)
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{
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if (otherActor == ignoreActor)
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return false;
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// If the check allows: We are not blocked by units that we can force to move out of the way.
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if (check <= BlockedByActor.Immovable && cellFlag.HasCellFlag(CellFlag.HasMovableActor) &&
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self.Owner.Stances[otherActor.Owner] == Stance.Ally)
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actor.Owner.Stances[otherActor.Owner] == Stance.Ally)
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{
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var mobile = otherActor.TraitOrDefault<Mobile>();
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if (mobile != null && !mobile.IsTraitDisabled && !mobile.IsTraitPaused && !mobile.IsImmovable)
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@@ -352,14 +352,14 @@ namespace OpenRA.Mods.Common.Traits
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// If the check allows: we are not blocked by moving units.
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if (check <= BlockedByActor.Stationary && cellFlag.HasCellFlag(CellFlag.HasMovingActor) &&
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IsMoving(self, otherActor))
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IsMoving(actor, otherActor))
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return false;
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if (cellFlag.HasCellFlag(CellFlag.HasTemporaryBlocker))
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{
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// If there is a temporary blocker in our path, but we can remove it, we are not blocked.
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var temporaryBlocker = otherActor.TraitOrDefault<ITemporaryBlocker>();
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if (temporaryBlocker != null && temporaryBlocker.CanRemoveBlockage(otherActor, self))
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if (temporaryBlocker != null && temporaryBlocker.CanRemoveBlockage(otherActor, actor))
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return false;
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}
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@@ -371,7 +371,7 @@ namespace OpenRA.Mods.Common.Traits
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// PERF: Avoid LINQ.
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var crushables = otherActor.TraitsImplementing<ICrushable>();
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foreach (var crushable in crushables)
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if (crushable.CrushableBy(otherActor, self, Info.Crushes))
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if (crushable.CrushableBy(otherActor, actor, Info.Crushes))
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return false;
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return true;
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