Rename LaserZap.TracksTarget to TrackTarget

And fix engineVersion of older Duration upgrade rule.
This commit is contained in:
reaperrr
2016-11-02 22:37:46 +01:00
parent 4d738d8fb9
commit 9abfce97fa
2 changed files with 11 additions and 4 deletions

View File

@@ -41,7 +41,7 @@ namespace OpenRA.Mods.Common.Projectiles
public readonly Color Color = Color.Red; public readonly Color Color = Color.Red;
[Desc("Beam follows the target.")] [Desc("Beam follows the target.")]
public readonly bool TracksTarget = true; public readonly bool TrackTarget = true;
[Desc("Maximum offset at the maximum range.")] [Desc("Maximum offset at the maximum range.")]
public readonly WDist Inaccuracy = WDist.Zero; public readonly WDist Inaccuracy = WDist.Zero;
@@ -120,7 +120,7 @@ namespace OpenRA.Mods.Common.Projectiles
public void Tick(World world) public void Tick(World world)
{ {
// Beam tracks target // Beam tracks target
if (info.TracksTarget && args.GuidedTarget.IsValidFor(args.SourceActor)) if (info.TrackTarget && args.GuidedTarget.IsValidFor(args.SourceActor))
target = args.GuidedTarget.CenterPosition; target = args.GuidedTarget.CenterPosition;
// Check for blocking actors // Check for blocking actors

View File

@@ -751,14 +751,14 @@ namespace OpenRA.Mods.Common.UtilityCommands
} }
// Rename LaserZap BeamDuration to just Duration // Rename LaserZap BeamDuration to just Duration
if (engineVersion < 20161009) if (engineVersion < 20161020)
{ {
if (node.Key == "BeamDuration") if (node.Key == "BeamDuration")
node.Key = "Duration"; node.Key = "Duration";
} }
// Rename Bullet Angle to LaunchAngle // Rename Bullet Angle to LaunchAngle
if (engineVersion < 20161016) if (engineVersion < 20161020)
{ {
if (node.Key == "Angle") if (node.Key == "Angle")
node.Key = "LaunchAngle"; node.Key = "LaunchAngle";
@@ -774,6 +774,13 @@ namespace OpenRA.Mods.Common.UtilityCommands
} }
} }
// Rename LaserZap TracksTarget to TrackTarget
if (engineVersion < 20161217)
{
if (node.Key == "TracksTarget")
node.Key = "TrackTarget";
}
UpgradeWeaponRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1); UpgradeWeaponRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
} }
} }