Created FlashPaletteEffectWarhead and removed the hardcoded flashing from NukeLaunch
Not actually hardcoded, but there was a hard dependency in NukeLaunch on FlashPaletteEffect and explicit flashing checks.
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@@ -99,9 +99,6 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Amount of time after detonation to remove the camera.")]
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public readonly int CameraRemoveDelay = 25;
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[Desc("Corresponds to `Type` from `FlashPaletteEffect` on the world actor.")]
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public readonly string FlashType = null;
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public WeaponInfo WeaponInfo { get; private set; }
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public override object Create(ActorInitializer init) { return new NukePower(init.Self, this); }
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@@ -156,7 +153,6 @@ namespace OpenRA.Mods.Common.Traits
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launchPos,
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targetPosition, info.DetonationAltitude, info.RemoveMissileOnDetonation,
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info.FlightVelocity, info.MissileDelay, info.FlightDelay, skipAscent,
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info.FlashType,
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info.TrailImage, info.TrailSequences, info.TrailPalette, info.TrailUsePlayerPalette, info.TrailDelay, info.TrailInterval);
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self.World.AddFrameEndTask(w => w.Add(missile));
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