Move INotifyDamageStateChanged to mod code and require explicit implementation
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@@ -113,7 +113,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
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}
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public virtual void DamageStateChanged(Actor self, AttackInfo e)
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protected virtual void DamageStateChanged(Actor self)
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{
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if (DefaultAnimation.CurrentSequence != null)
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DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name));
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@@ -128,6 +128,11 @@ namespace OpenRA.Mods.Common.Traits.Render
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DefaultAnimation.ReplaceAnim(sequence);
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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DamageStateChanged(self);
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}
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void INotifyBuildComplete.BuildingComplete(Actor self) { buildComplete = true; }
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void INotifySold.Selling(Actor self) { buildComplete = false; }
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void INotifySold.Sold(Actor self) { }
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