Introduce WarheadArgs

- Passes additional arguments to warheads on impact
- Uses that to reduce parameter count of DoImpact by 1
This commit is contained in:
reaperrr
2019-05-12 23:29:35 +02:00
committed by teinarss
parent fdc0a6e2b9
commit 6220d7e62e
31 changed files with 127 additions and 44 deletions

View File

@@ -140,7 +140,17 @@ namespace OpenRA.Mods.Common.Effects
if (detonated)
return;
weapon.Impact(Target.FromPos(pos), firedBy.PlayerActor, Enumerable.Empty<int>());
var target = Target.FromPos(pos);
var warheadArgs = new WarheadArgs
{
Weapon = weapon,
Source = target.CenterPosition,
SourceActor = firedBy.PlayerActor,
WeaponTarget = target
};
weapon.Impact(target, warheadArgs);
world.WorldActor.Trait<ScreenShaker>().AddEffect(20, pos, 5);
foreach (var flash in world.WorldActor.TraitsImplementing<FlashPaletteEffect>())