Allow actors to force a specific race variant.

This commit is contained in:
Paul Chote
2015-02-13 19:12:07 +00:00
parent d1ed1bf0fb
commit 7b27b803f9
4 changed files with 17 additions and 3 deletions

View File

@@ -53,6 +53,10 @@ namespace OpenRA.Mods.Common.Traits
var exitLocation = rp.Value != null ? rp.Value.Location : exit;
var target = Target.FromCell(self.World, exitLocation);
var bi = producee.Traits.GetOrDefault<BuildableInfo>();
if (bi != null && bi.ForceRace != null)
raceVariant = bi.ForceRace;
self.World.AddFrameEndTask(w =>
{
var td = new TypeDictionary
@@ -89,7 +93,6 @@ namespace OpenRA.Mods.Common.Traits
foreach (var notify in notifyOthers)
notify.Trait.UnitProducedByOther(notify.Actor, self, newUnit);
var bi = newUnit.Info.Traits.GetOrDefault<BuildableInfo>();
if (bi != null && bi.InitialActivity != null)
newUnit.QueueActivity(Game.CreateObject<Activity>(bi.InitialActivity));