Add DamageTypes to Kill() and make some traits use it.

This commit is contained in:
Mustafa Alperen Seki
2018-02-03 11:07:02 +03:00
committed by reaperrr
parent b620e8107f
commit 5e7e3bb011
17 changed files with 58 additions and 22 deletions

View File

@@ -22,6 +22,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("If we land on invalid terrain for my actor type should we be killed?")]
public readonly bool KilledOnImpassableTerrain = true;
[Desc("Types of damage that this trait causes to self when 'KilledOnImpassableTerrain' is true. Leave empty for no damage types.")]
public readonly HashSet<string> DamageTypes = new HashSet<string>();
[Desc("Image where Ground/WaterCorpseSequence is looked up.")]
public readonly string Image = "explosion";
@@ -101,7 +104,7 @@ namespace OpenRA.Mods.Common.Traits
if (sequence != null && palette != null)
self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(self.OccupiesSpace.CenterPosition, w, info.Image, sequence, palette)));
self.Kill(self);
self.Kill(self, info.DamageTypes);
}
}
}