move Building et al into Mods/

This commit is contained in:
Bob
2010-11-04 17:26:56 +13:00
committed by Chris Forbes
parent fdfa1ddf97
commit 480c5edd75
60 changed files with 322 additions and 285 deletions

View File

@@ -9,11 +9,11 @@
#endregion
using System;
using OpenRA.Mods.RA.Effects;
using OpenRA.Traits;
using OpenRA.GameRules;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
@@ -87,10 +87,10 @@ namespace OpenRA.Mods.RA.Render
return;
if (e.DamageState == DamageState.Dead)
foreach (var t in Footprint.UnpathableTiles( self.Info.Name, self.Info.Traits.Get<BuildingInfo>(), self.Location ))
foreach (var t in FootprintUtils.UnpathableTiles( self.Info.Name, self.Info.Traits.Get<BuildingInfo>(), self.Location ))
{
var cell = t; // required: c# fails at bindings
self.World.AddFrameEndTask(w => w.Add(new Explosion(w, Util.CenterOfCell(cell), "building", false, 0)));
self.World.AddFrameEndTask(w => w.Add(new Explosion(w, Traits.Util.CenterOfCell(cell), "building", false, 0)));
}
else if (e.DamageState >= DamageState.Heavy && e.PreviousDamageState < DamageState.Heavy)
{