sync bullets and missiles

to investigate desyncs

StyleCop clean WeaponInfo and friends
This commit is contained in:
Matthias Mailänder
2013-08-24 10:08:13 +02:00
parent bdfdaac092
commit 5f8d8beec1
8 changed files with 119 additions and 114 deletions

22
OpenRA.Mods.RA/Armament.cs Executable file → Normal file
View File

@@ -125,28 +125,28 @@ namespace OpenRA.Mods.RA
var args = new ProjectileArgs
{
weapon = Weapon,
facing = legacyFacing,
firepowerModifier = self.TraitsImplementing<IFirepowerModifier>()
Weapon = Weapon,
Facing = legacyFacing,
FirepowerModifier = self.TraitsImplementing<IFirepowerModifier>()
.Select(a => a.GetFirepowerModifier())
.Product(),
source = muzzlePosition,
sourceActor = self,
passiveTarget = target.CenterPosition,
guidedTarget = target
Source = muzzlePosition,
SourceActor = self,
PassiveTarget = target.CenterPosition,
GuidedTarget = target
};
attack.ScheduleDelayedAction(Info.FireDelay, () =>
{
if (args.weapon.Projectile != null)
if (args.Weapon.Projectile != null)
{
var projectile = args.weapon.Projectile.Create(args);
var projectile = args.Weapon.Projectile.Create(args);
if (projectile != null)
self.World.Add(projectile);
if (args.weapon.Report != null && args.weapon.Report.Any())
Sound.Play(args.weapon.Report.Random(self.World.SharedRandom), self.CenterPosition);
if (args.Weapon.Report != null && args.Weapon.Report.Any())
Sound.Play(args.Weapon.Report.Random(self.World.SharedRandom), self.CenterPosition);
}
});