hack around ICE in gmcs-2.6.7; feature wasn't used anyway

This commit is contained in:
Chris Forbes
2010-11-15 19:48:48 +13:00
parent bc7a9c14d0
commit 9584c78500

View File

@@ -44,7 +44,7 @@ namespace OpenRA.Mods.RA.Widgets
return ProcessInput(e); return ProcessInput(e);
} }
private bool ProcessInput(KeyInput e) bool ProcessInput(KeyInput e)
{ {
// command: AttackMove // command: AttackMove
if (e.KeyChar == AttackMoveKey && e.Modifiers == Modifiers.None) if (e.KeyChar == AttackMoveKey && e.Modifiers == Modifiers.None)
@@ -52,7 +52,7 @@ namespace OpenRA.Mods.RA.Widgets
return PerformAttackMove(); return PerformAttackMove();
} }
// command: GuardStance /* // command: GuardStance
if (e.KeyChar == HoldGroundKey && (e.Modifiers.HasModifier(Modifiers.Alt))) if (e.KeyChar == HoldGroundKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{ {
return EnableStance<UnitStanceHoldGround>(); return EnableStance<UnitStanceHoldGround>();
@@ -82,26 +82,26 @@ namespace OpenRA.Mods.RA.Widgets
if (e.KeyChar == DefensiveKey && (e.Modifiers.HasModifier(Modifiers.Alt))) if (e.KeyChar == DefensiveKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{ {
return EnableStance<UnitStanceDefensive>(); return EnableStance<UnitStanceDefensive>();
} } */
return false; return false;
} }
private bool EnableStance<T>() where T : UnitStance //bool EnableStance<T>() where T : UnitStance
{ //{
if (World.Selection.Actors.Count() == 0) // if (World.Selection.Actors.Count() == 0)
return false; // return false;
var traits = // var traits =
World.Selection.Actors.Where(a => !a.Destroyed && a.Owner == World.LocalPlayer && a.TraitOrDefault<T>() != null && !UnitStance.IsActive<T>(a)). // World.Selection.Actors.Where(a => !a.Destroyed && a.Owner == World.LocalPlayer && a.TraitOrDefault<T>() != null && !UnitStance.IsActive<T>(a)).
Select(a => new Pair<Actor, T>(a, a.TraitOrDefault<T>()) ); // Select(a => new Pair<Actor, T>(a, a.TraitOrDefault<T>()) );
World.AddFrameEndTask(w => traits.Do(p => UnitStance.OrderStance(p.First, p.Second))); // World.AddFrameEndTask(w => traits.Do(p => UnitStance.OrderStance(p.First, p.Second)));
return traits.Any(); // return traits.Any();
} //}
private bool PerformAttackMove() bool PerformAttackMove()
{ {
if (World.Selection.Actors.Count() > 0) if (World.Selection.Actors.Count() > 0)
{ {