#2027 fixed - allow custom starting units for each faction

This commit is contained in:
Chris Forbes
2012-04-24 19:29:53 +12:00
parent c4916bd997
commit 6ab171af8b

View File

@@ -16,6 +16,7 @@ namespace OpenRA.Mods.RA
class SpawnMPUnitsInfo : ITraitInfo, Requires<MPStartLocationsInfo> class SpawnMPUnitsInfo : ITraitInfo, Requires<MPStartLocationsInfo>
{ {
public readonly string InitialUnit = "mcv"; public readonly string InitialUnit = "mcv";
public readonly string Faction = null;
public object Create (ActorInitializer init) { return new SpawnMPUnits(this); } public object Create (ActorInitializer init) { return new SpawnMPUnits(this); }
} }
@@ -37,6 +38,10 @@ namespace OpenRA.Mods.RA
if (!p.PlayerReference.DefaultStartingUnits) if (!p.PlayerReference.DefaultStartingUnits)
return; /* they don't want an mcv, the map provides something else for them */ return; /* they don't want an mcv, the map provides something else for them */
/* support different starting units for each faction */
if (info.Faction != null && p.Country.Race != info.Faction)
return;
p.World.CreateActor(info.InitialUnit, new TypeDictionary p.World.CreateActor(info.InitialUnit, new TypeDictionary
{ {
new LocationInit( sp ), new LocationInit( sp ),