Only play queued notification if queue is empty.
This matches the behaviour of the RA2 sidebar.
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@@ -275,6 +275,7 @@ namespace OpenRA.Mods.Common.Widgets
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{
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{
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// Resume a paused item
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// Resume a paused item
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Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Sounds", ClickSound, null);
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Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Sounds", ClickSound, null);
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Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", CurrentQueue.Info.QueuedAudio, World.LocalPlayer.Faction.InternalName);
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World.IssueOrder(Order.PauseProduction(CurrentQueue.Actor, icon.Name, false));
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World.IssueOrder(Order.PauseProduction(CurrentQueue.Actor, icon.Name, false));
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return true;
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return true;
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}
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}
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@@ -288,7 +289,7 @@ namespace OpenRA.Mods.Common.Widgets
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string notification;
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string notification;
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var canQueue = CurrentQueue.CanQueue(buildable, out notification);
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var canQueue = CurrentQueue.CanQueue(buildable, out notification);
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if (!CurrentQueue.AllQueued().Any(qi => qi.Item == icon.Name && !qi.Paused && qi.Infinite))
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if (!CurrentQueue.AllQueued().Any())
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Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", notification, World.LocalPlayer.Faction.InternalName);
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Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", notification, World.LocalPlayer.Faction.InternalName);
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if (canQueue)
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if (canQueue)
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