Introduce INotifyAttack.PreparingAttack

And use it to allow triggering attack animations/overlays at a different point
than the actual weapon firing.
This commit is contained in:
reaperrr
2016-06-10 17:40:50 +02:00
parent 87537d9669
commit 75c49620d1
12 changed files with 40 additions and 10 deletions

View File

@@ -98,6 +98,8 @@ namespace OpenRA.Mods.Common.Traits
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) { if (Info.UncloakOn.HasFlag(UncloakType.Attack)) Uncloak(); }
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{
damageDisabled = e.DamageState >= DamageState.Critical;