Merge pull request #11991 from abcdefg30/ion
Fix the IonCannonPower not playing all launch sounds
This commit is contained in:
@@ -29,7 +29,7 @@ namespace OpenRA.Mods.Cnc.Effects
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int weaponDelay;
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bool impacted = false;
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public IonCannon(Player firedBy, WeaponInfo weapon, World world, CPos location, string effect, string sequence, string palette, int delay)
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public IonCannon(Player firedBy, WeaponInfo weapon, World world, WPos launchPos, CPos location, string effect, string sequence, string palette, int delay)
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{
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this.firedBy = firedBy;
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this.weapon = weapon;
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@@ -38,6 +38,9 @@ namespace OpenRA.Mods.Cnc.Effects
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target = Target.FromCell(world, location);
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anim = new Animation(world, effect);
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anim.PlayThen(sequence, () => Finish(world));
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if (weapon.Report != null && weapon.Report.Any())
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Game.Sound.Play(weapon.Report.Random(firedBy.World.SharedRandom), launchPos);
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}
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public void Tick(World world)
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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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@@ -63,8 +66,10 @@ 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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w.Add(new IonCannon(self.Owner, info.WeaponInfo, w, order.TargetLocation, info.Effect, info.EffectSequence, info.EffectPalette, info.WeaponDelay));
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PlayLaunchSounds();
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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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if (info.CameraActor == null)
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return;
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@@ -575,9 +575,9 @@ EYE:
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LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
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BeginChargeSpeechNotification: IonCannonCharging
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EndChargeSpeechNotification: IonCannonReady
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LaunchSound: ion1.aud
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SelectTargetSpeechNotification: SelectTarget
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InsufficientPowerSpeechNotification: InsufficientPower
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OnFireSound: ion1.aud
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DisplayRadarPing: True
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CameraActor: camera.small
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SupportPowerChargeBar:
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