Merge pull request #12751 from abcdefg30/d2kSequences

Fix missing sequences in all mods
This commit is contained in:
reaperrr
2017-02-13 19:58:41 +01:00
committed by GitHub
9 changed files with 50 additions and 13 deletions

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@@ -59,10 +59,9 @@ namespace OpenRA.Mods.Common.Traits
public readonly string BeaconImage = "beacon"; public readonly string BeaconImage = "beacon";
[SequenceReference("BeaconImage")] public readonly string BeaconPoster = null; [SequenceReference("BeaconImage")] public readonly string BeaconPoster = null;
[PaletteReference] public readonly string BeaconPosterPalette = "chrome"; [PaletteReference] public readonly string BeaconPosterPalette = "chrome";
[SequenceReference("BeaconImage")] public readonly string ClockSequence = "clock"; [SequenceReference("BeaconImage")] public readonly string ClockSequence = null;
[SequenceReference("BeaconImage")] public readonly string ArrowSequence = null;
[SequenceReference("BeaconImage")] public readonly string ArrowSequence = "arrow"; [SequenceReference("BeaconImage")] public readonly string CircleSequence = null;
[SequenceReference("BeaconImage")] public readonly string CircleSequence = "circles";
[Desc("Delay after launch, measured in ticks.")] [Desc("Delay after launch, measured in ticks.")]
public readonly int BeaconDelay = 0; public readonly int BeaconDelay = 0;

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@@ -18,7 +18,6 @@ using System.Linq;
using System.Text; using System.Text;
using OpenRA.FileSystem; using OpenRA.FileSystem;
using OpenRA.Graphics; using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.UtilityCommands namespace OpenRA.Mods.Common.UtilityCommands
{ {
@@ -830,6 +829,27 @@ namespace OpenRA.Mods.Common.UtilityCommands
RenameNodeKey(node, "WithTeslaChargeAnimation"); RenameNodeKey(node, "WithTeslaChargeAnimation");
} }
// Default values for ArrowSequence, CircleSequence and ClockSequence were changed (to null)
if (engineVersion < 20170212)
{
var supportPowerNodes = new[] { "AirstrikePower", "ParatroopersPower", "NukePower" };
if (supportPowerNodes.Any(s => node.Key.StartsWith(s, StringComparison.Ordinal)))
{
var arrow = node.Value.Nodes.FirstOrDefault(n => n.Key == "ArrowSequence");
if (arrow == null)
node.Value.Nodes.Add(new MiniYamlNode("ArrowSequence", "arrow"));
var circle = node.Value.Nodes.FirstOrDefault(n => n.Key == "CircleSequence");
if (circle == null)
node.Value.Nodes.Add(new MiniYamlNode("CircleSequence", "circles"));
var clock = node.Value.Nodes.FirstOrDefault(n => n.Key == "ClockSequence");
if (clock == null)
node.Value.Nodes.Add(new MiniYamlNode("ClockSequence", "clock"));
}
}
UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1); UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
} }

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@@ -494,6 +494,9 @@ HQ:
BeaconPosterPalette: beaconposter BeaconPosterPalette: beaconposter
DisplayRadarPing: True DisplayRadarPing: True
CameraActor: camera CameraActor: camera
ArrowSequence: arrow
ClockSequence: clock
CircleSequence: circles
SupportPowerChargeBar: SupportPowerChargeBar:
Power: Power:
Amount: -50 Amount: -50
@@ -643,6 +646,9 @@ TMPL:
BeaconPosterPalette: beaconposter BeaconPosterPalette: beaconposter
DisplayRadarPing: True DisplayRadarPing: True
CameraRange: 10c0 CameraRange: 10c0
ArrowSequence: arrow
ClockSequence: clock
CircleSequence: circles
SupportPowerChargeBar: SupportPowerChargeBar:
Power: Power:
Amount: -150 Amount: -150

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@@ -839,6 +839,8 @@ high_tech_factory:
UnitType: ornithopter UnitType: ornithopter
DisplayBeacon: True DisplayBeacon: True
CameraActor: camera CameraActor: camera
ArrowSequence: arrow
CircleSequence: circles
WithProductionOverlay@WELDING: WithProductionOverlay@WELDING:
Sequence: production-welding Sequence: production-welding
Power: Power:
@@ -957,6 +959,8 @@ palace:
DisplayRadarPing: True DisplayRadarPing: True
CameraRange: 10c0 CameraRange: 10c0
ActivationSequence: ActivationSequence:
ArrowSequence: arrow
CircleSequence: circles
ProduceActorPower@fremen: ProduceActorPower@fremen:
Description: Recruit Fremen Description: Recruit Fremen
LongDesc: Elite infantry unit armed with assault rifles and rockets\n Strong vs Infantry, Vehicles\n Weak vs Artillery\n Special Ability: Invisibility LongDesc: Elite infantry unit armed with assault rifles and rockets\n Strong vs Infantry, Vehicles\n Weak vs Artillery\n Special Ability: Invisibility

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@@ -482,7 +482,7 @@ grenadier:
Start: 2606 Start: 2606
Facings: -8 Facings: -8
Transpose: true Transpose: true
idle: DATA.R8 idle1: DATA.R8
Frames: 2700, 2707, 2714, 2721, 2728, 2735, 2742, 2749 Frames: 2700, 2707, 2714, 2721, 2728, 2735, 2742, 2749
Length: 8 Length: 8
idle2: DATA.R8 idle2: DATA.R8

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@@ -38,6 +38,9 @@ MSLO:
BeaconPoster: atomicon BeaconPoster: atomicon
FlashType: Nuke FlashType: Nuke
CameraRange: 10c0 CameraRange: 10c0
ArrowSequence: arrow
ClockSequence: clock
CircleSequence: circles
CanPowerDown: CanPowerDown:
PowerupSound: EnablePower PowerupSound: EnablePower
PowerdownSound: DisablePower PowerdownSound: DisablePower
@@ -1231,6 +1234,9 @@ AFLD:
QuantizedFacings: 8 QuantizedFacings: 8
DisplayBeacon: true DisplayBeacon: true
BeaconPoster: camicon BeaconPoster: camicon
ArrowSequence: arrow
ClockSequence: clock
CircleSequence: circles
ParatroopersPower@paratroopers: ParatroopersPower@paratroopers:
OrderName: SovietParatroopers OrderName: SovietParatroopers
Prerequisites: aircraft.soviet Prerequisites: aircraft.soviet
@@ -1245,6 +1251,9 @@ AFLD:
CameraActor: camera.paradrop CameraActor: camera.paradrop
DisplayBeacon: true DisplayBeacon: true
BeaconPoster: pinficon BeaconPoster: pinficon
ArrowSequence: arrow
ClockSequence: clock
CircleSequence: circles
AirstrikePower@parabombs: AirstrikePower@parabombs:
OrderName: UkraineParabombs OrderName: UkraineParabombs
Prerequisites: aircraft.ukraine Prerequisites: aircraft.ukraine
@@ -1261,6 +1270,9 @@ AFLD:
BeaconPoster: pbmbicon BeaconPoster: pbmbicon
SquadSize: 3 SquadSize: 3
SquadOffset: 1792,1792,0 SquadOffset: 1792,1792,0
ArrowSequence: arrow
ClockSequence: clock
CircleSequence: circles
ProductionBar: ProductionBar:
SupportPowerChargeBar: SupportPowerChargeBar:
PrimaryBuilding: PrimaryBuilding:

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@@ -174,7 +174,7 @@ TRATOS:
Range: 4c0 Range: 4c0
-AutoTarget: -AutoTarget:
WithInfantryBody: WithInfantryBody:
DefaultAttackSequence: attack DefaultAttackSequence:
OXANNA: OXANNA:
Inherits: ^Soldier Inherits: ^Soldier
@@ -262,8 +262,6 @@ VISC_SML:
MaxMoveDelay: 60 MaxMoveDelay: 60
RenderSprites: RenderSprites:
Image: vissml Image: vissml
Buildable:
Description: infantry transmorgifies into this
VISC_LRG: VISC_LRG:
Inherits: ^Visceroid Inherits: ^Visceroid
@@ -293,8 +291,6 @@ VISC_LRG:
Crushes: crate, infantry Crushes: crate, infantry
RenderSprites: RenderSprites:
Image: vislrg Image: vislrg
Buildable:
Description: 2 small visceroids combine into this
CIV1: CIV1:
Inherits: ^CivilianInfantry Inherits: ^CivilianInfantry

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@@ -5,8 +5,7 @@ DSHP.Husk:
Aircraft: Aircraft:
TurnSpeed: 5 TurnSpeed: 5
Speed: 168 Speed: 168
RenderSprites: -RenderSprites:
Image: dshp
RenderVoxels: RenderVoxels:
Image: dshp Image: dshp

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@@ -91,6 +91,7 @@ FLAMEGUY:
Step: -10 Step: -10
HealIfBelow: 101 HealIfBelow: 101
ScaredyCat: ScaredyCat:
PanicSequencePrefix:
WithDeathAnimation: WithDeathAnimation:
FallbackSequence: die FallbackSequence: die
UseDeathTypeSuffix: false UseDeathTypeSuffix: false