New types for cell and pixel coordinate position/vectors.
This commit is contained in:
@@ -28,7 +28,7 @@ namespace OpenRA.Mods.RA
|
||||
BaseAttackNotifierInfo info;
|
||||
|
||||
public int lastAttackTime = -1;
|
||||
public float2 lastAttackLocation;
|
||||
public CPos lastAttackLocation;
|
||||
|
||||
public BaseAttackNotifier(BaseAttackNotifierInfo info) { this.info = info; }
|
||||
|
||||
@@ -45,7 +45,7 @@ namespace OpenRA.Mods.RA
|
||||
if (self.World.FrameNumber - lastAttackTime > info.NotifyInterval * 25)
|
||||
Sound.PlayToPlayer(self.Owner, info.Audio);
|
||||
|
||||
lastAttackLocation = self.CenterLocation / Game.CellSize;
|
||||
lastAttackLocation = self.CenterLocation.ToCPos();
|
||||
lastAttackTime = self.World.FrameNumber;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -44,18 +44,12 @@ namespace OpenRA.Mods.RA
|
||||
// A list of things we are currently building
|
||||
public List<ProductionItem> Queue = new List<ProductionItem>();
|
||||
|
||||
[Sync]
|
||||
public int QueueLength { get { return Queue.Count; } }
|
||||
[Sync]
|
||||
public int CurrentRemainingCost { get { return QueueLength == 0 ? 0 : Queue[0].RemainingCost; } }
|
||||
[Sync]
|
||||
public int CurrentRemainingTime { get { return QueueLength == 0 ? 0 : Queue[0].RemainingTime; } }
|
||||
[Sync]
|
||||
public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : Queue[0].slowdown; } }
|
||||
[Sync]
|
||||
public bool CurrentPaused { get { return QueueLength == 0 ? false : Queue[0].Paused; } }
|
||||
[Sync]
|
||||
public bool CurrentDone { get { return QueueLength == 0 ? false : Queue[0].Done; } }
|
||||
[Sync] public int QueueLength { get { return Queue.Count; } }
|
||||
[Sync] public int CurrentRemainingCost { get { return QueueLength == 0 ? 0 : Queue[0].RemainingCost; } }
|
||||
[Sync] public int CurrentRemainingTime { get { return QueueLength == 0 ? 0 : Queue[0].RemainingTime; } }
|
||||
[Sync] public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : Queue[0].slowdown; } }
|
||||
[Sync] public bool CurrentPaused { get { return QueueLength == 0 ? false : Queue[0].Paused; } }
|
||||
[Sync] public bool CurrentDone { get { return QueueLength == 0 ? false : Queue[0].Done; } }
|
||||
|
||||
// A list of things we could possibly build, even if our race doesn't normally get it
|
||||
public Dictionary<ActorInfo, ProductionState> Produceable;
|
||||
|
||||
Reference in New Issue
Block a user