Group all Bullet Trail* properties together
Just a small code readability improvement.
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@@ -54,6 +54,18 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
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[SequenceReference("TrailImage")] public readonly string[] TrailSequences = { "idle" };
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[Desc("Interval in ticks between each spawned Trail animation.")]
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public readonly int TrailInterval = 2;
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[Desc("Delay in ticks until trail animation is spawned.")]
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public readonly int TrailDelay = 1;
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[Desc("Palette used to render the trail sequence.")]
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[PaletteReference("TrailUsePlayerPalette")] public readonly string TrailPalette = "effect";
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[Desc("Use the Player Palette to render the trail sequence.")]
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public readonly bool TrailUsePlayerPalette = false;
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[Desc("Is this blocked by actors with BlocksProjectiles trait.")]
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public readonly bool Blockable = true;
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@@ -73,21 +85,9 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("If projectile touches an actor with one of these stances during or after the first bounce, trigger explosion.")]
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public readonly Stance ValidBounceBlockerStances = Stance.Enemy | Stance.Neutral;
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[Desc("Interval in ticks between each spawned Trail animation.")]
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public readonly int TrailInterval = 2;
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[Desc("Delay in ticks until trail animation is spawned.")]
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public readonly int TrailDelay = 1;
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[Desc("Altitude above terrain below which to explode. Zero effectively deactivates airburst.")]
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public readonly WDist AirburstAltitude = WDist.Zero;
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[Desc("Palette used to render the trail sequence.")]
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[PaletteReference("TrailUsePlayerPalette")] public readonly string TrailPalette = "effect";
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[Desc("Use the Player Palette to render the trail sequence.")]
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public readonly bool TrailUsePlayerPalette = false;
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public readonly int ContrailLength = 0;
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public readonly int ContrailZOffset = 2047;
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public readonly Color ContrailColor = Color.White;
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