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

@@ -172,7 +172,7 @@ namespace OpenRA.Mods.RA.Effects
world.AddFrameEndTask(w => w.Remove(this));
args.Weapon.Impact(pos, args.SourceActor, args.FirepowerModifier);
args.Weapon.Impact(pos, args.SourceActor, args.DamageModifiers);
}
}
}

View File

@@ -56,7 +56,7 @@ namespace OpenRA.Mods.RA.Effects
{
pos += new WVec(0, 0, args.PassiveTarget.Z - pos.Z);
world.AddFrameEndTask(w => w.Remove(this));
args.Weapon.Impact(pos, args.SourceActor, args.FirepowerModifier);
args.Weapon.Impact(pos, args.SourceActor, args.DamageModifiers);
}
anim.Tick();

View File

@@ -69,7 +69,7 @@ namespace OpenRA.Mods.RA.Effects
if (hitanim != null)
hitanim.PlayThen("idle", () => animationComplete = true);
args.Weapon.Impact(target, args.SourceActor, args.FirepowerModifier);
args.Weapon.Impact(target, args.SourceActor, args.DamageModifiers);
doneDamage = true;
}

View File

@@ -180,7 +180,7 @@ namespace OpenRA.Mods.RA.Effects
if (ticks <= info.Arm)
return;
args.Weapon.Impact(pos, args.SourceActor, args.FirepowerModifier);
args.Weapon.Impact(pos, args.SourceActor, args.DamageModifiers);
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)

View File

@@ -81,7 +81,7 @@ namespace OpenRA.Mods.RA.Effects
{
world.AddFrameEndTask(w => w.Remove(this));
var weapon = world.Map.Rules.Weapons[this.weapon.ToLowerInvariant()];
weapon.Impact(pos, firedBy.PlayerActor, 1f);
weapon.Impact(pos, firedBy.PlayerActor, Enumerable.Empty<int>());
world.WorldActor.Trait<ScreenShaker>().AddEffect(20, pos, 5);
foreach (var a in world.ActorsWithTrait<NukePaletteEffect>())

View File

@@ -47,7 +47,7 @@ namespace OpenRA.Mods.RA.Effects
if (!doneDamage)
{
var pos = Args.GuidedTarget.IsValidFor(Args.SourceActor) ? Args.GuidedTarget.CenterPosition : Args.PassiveTarget;
Args.Weapon.Impact(pos, Args.SourceActor, Args.FirepowerModifier);
Args.Weapon.Impact(pos, Args.SourceActor, Args.DamageModifiers);
doneDamage = true;
}
}