Convert weapon plumbing to use integer damage modifiers.

This commit is contained in:
Paul Chote
2014-08-17 17:33:50 +12:00
parent 8e8e02dae8
commit 57ba1b54b4
27 changed files with 75 additions and 75 deletions

View File

@@ -19,7 +19,7 @@ namespace OpenRA.GameRules
public class ProjectileArgs
{
public WeaponInfo Weapon;
public float FirepowerModifier = 1.0f;
public IEnumerable<int> DamageModifiers;
public int Facing;
public WPos Source;
public Actor SourceActor;
@@ -144,13 +144,13 @@ namespace OpenRA.GameRules
return true;
}
public void Impact(WPos pos, Actor firedBy, float damageModifier)
public void Impact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
{
foreach (var wh in Warheads)
{
Action a;
a = () => wh.DoImpact(Target.FromPos(pos), firedBy, damageModifier);
a = () => wh.DoImpact(Target.FromPos(pos), firedBy, damageModifiers);
if (wh.Delay > 0)
firedBy.World.AddFrameEndTask(
w => w.Add(new DelayedAction(wh.Delay, a)));