cnc fixes:

* Hardcoded audio crashes
	* Implemented remaining vehicles
	* Fix weapon stats
This commit is contained in:
Paul Chote
2010-03-05 19:57:20 +13:00
parent 5b359cc5b3
commit 5a42519422
12 changed files with 2520 additions and 89 deletions

View File

@@ -238,7 +238,6 @@
<Compile Include="Traits\Render\RenderBuildingTurreted.cs" />
<Compile Include="Traits\Render\RenderBuildingWarFactory.cs" />
<Compile Include="Traits\Render\RenderSimple.cs" />
<Compile Include="Traits\Modifiers\Cloak.cs" />
<Compile Include="Traits\Render\RenderUnit.cs" />
<Compile Include="Traits\Render\RenderUnitMuzzleFlash.cs" />
<Compile Include="Traits\Render\RenderUnitReload.cs" />

View File

@@ -51,7 +51,8 @@ namespace OpenRA.Traits
public readonly string[] BuildSounds = {"placbldg.aud", "build5.aud"};
public readonly string[] SellSounds = {"cashturn.aud"};
public readonly string DamagedSound = "kaboom1.aud";
public readonly string DestroyedSound = "kaboom22.aud";
public object Create(Actor self) { return new Building(self); }
}
@@ -95,7 +96,7 @@ namespace OpenRA.Traits
if (e.DamageState == DamageState.Dead)
{
self.World.WorldActor.traits.Get<ScreenShaker>().AddEffect(10, self.CenterLocation, 1);
Sound.Play("kaboom22.aud");
Sound.Play(Info.DestroyedSound);
}
}

View File

@@ -1,82 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
namespace OpenRA.Traits
{
class CloakInfo : ITraitInfo
{
public readonly float CloakDelay = 1.2f; // Seconds
public readonly string CloakSound = "ironcur9.aud";
public readonly string UncloakSound = "ironcur9.aud";
public object Create(Actor self) { return new Cloak(self); }
}
class Cloak : IRenderModifier, INotifyAttack, ITick
{
[Sync]
int remainingUncloakTime = 2; /* setup for initial cloak */
Actor self;
public Cloak(Actor self)
{
this.self = self;
}
public void Attacking(Actor self)
{
if (remainingUncloakTime <= 0)
OnCloak();
remainingUncloakTime = (int)(self.Info.Traits.Get<CloakInfo>().CloakDelay * 25);
}
public IEnumerable<Renderable>
ModifyRender(Actor self, IEnumerable<Renderable> rs)
{
if (remainingUncloakTime > 0)
return rs;
if (self.Owner == self.World.LocalPlayer)
return rs.Select(a => a.WithPalette("shadow"));
else
return new Renderable[] { };
}
public void Tick(Actor self)
{
if (remainingUncloakTime > 0)
if (--remainingUncloakTime <= 0)
OnUncloak();
}
void OnCloak()
{
Sound.Play(self.Info.Traits.Get<CloakInfo>().CloakSound);
}
void OnUncloak()
{
Sound.Play(self.Info.Traits.Get<CloakInfo>().UncloakSound);
}
}
}

View File

@@ -114,7 +114,7 @@ namespace OpenRA.Traits
break;
case DamageState.Half:
anim.ReplaceAnim("damaged-idle");
Sound.Play("kaboom1.aud");
Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound);
break;
case DamageState.Dead:
DoBib(self, true);

View File

@@ -1,4 +1,4 @@
#region Copyright & License Information
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
@@ -48,7 +48,7 @@ namespace OpenRA.Traits
break;
case DamageState.Half:
anim.Play( "damaged-idle" );
Sound.Play("kaboom1.aud");
Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound);
break;
}
}

View File

@@ -57,13 +57,13 @@ namespace OpenRA.Traits
break;
case DamageState.Half:
seqName = "damaged-idle";
Sound.Play("kaboom1.aud");
Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound);
break;
case DamageState.Quarter:
if (damageStates >= 3)
{
seqName = "critical-idle";
Sound.Play("kaboom1.aud");
Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound);
}
break;
}