Merge repair and rearm anim traits into WithResupplyAnimation
This is the safest approach to avoid conflicts/visual glitches when the host is responsible for both resupply types. The new trait will simply play a looping animation as long as the actor is resupplying in any form.
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@@ -124,7 +124,7 @@ namespace OpenRA.Mods.Common.Traits
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// will need to be rewritten anyway, so this is OK for now.
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self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(targetActor.CenterPosition), targetActor));
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if (CanRearmAt(targetActor) && CanRearm())
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self.QueueActivity(new Rearm(self));
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self.QueueActivity(new Rearm(self, targetActor, new WDist(512)));
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// Add a CloseEnough range of 512 to ensure we're at the host actor
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self.QueueActivity(new Repair(self, targetActor, new WDist(512)));
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