From 64c853a4e0e4fdc945ce1f5a780124c4aced2b98 Mon Sep 17 00:00:00 2001 From: Paul Chote Date: Sat, 19 Jan 2019 22:53:09 +0000 Subject: [PATCH] Only play queued notification if queue is empty. This matches the behaviour of the RA2 sidebar. --- OpenRA.Mods.Common/Widgets/ProductionPaletteWidget.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/OpenRA.Mods.Common/Widgets/ProductionPaletteWidget.cs b/OpenRA.Mods.Common/Widgets/ProductionPaletteWidget.cs index a6cccf9428..deb9894452 100644 --- a/OpenRA.Mods.Common/Widgets/ProductionPaletteWidget.cs +++ b/OpenRA.Mods.Common/Widgets/ProductionPaletteWidget.cs @@ -275,6 +275,7 @@ namespace OpenRA.Mods.Common.Widgets { // Resume a paused item Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Sounds", ClickSound, null); + Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", CurrentQueue.Info.QueuedAudio, World.LocalPlayer.Faction.InternalName); World.IssueOrder(Order.PauseProduction(CurrentQueue.Actor, icon.Name, false)); return true; } @@ -288,7 +289,7 @@ namespace OpenRA.Mods.Common.Widgets string notification; var canQueue = CurrentQueue.CanQueue(buildable, out notification); - if (!CurrentQueue.AllQueued().Any(qi => qi.Item == icon.Name && !qi.Paused && qi.Infinite)) + if (!CurrentQueue.AllQueued().Any()) Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", notification, World.LocalPlayer.Faction.InternalName); if (canQueue)