pushed bibs down into the smudge layer; made Game static
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@@ -18,7 +18,7 @@ namespace OpenRa.Game.Traits
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self.traits.Get<Turreted>();
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}
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public void Tick( Actor self, Game game )
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public void Tick( Actor self )
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{
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if( primaryFireDelay > 0 )
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--primaryFireDelay;
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@@ -33,16 +33,16 @@ namespace OpenRa.Game.Traits
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if( turreted.desiredFacing != turreted.turretFacing )
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return;
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if( self.unitInfo.Primary != null && CheckFire( self, game, self.unitInfo.Primary, ref primaryFireDelay ) )
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if( self.unitInfo.Primary != null && CheckFire( self, self.unitInfo.Primary, ref primaryFireDelay ) )
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{
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secondaryFireDelay = Math.Max( 4, secondaryFireDelay );
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return;
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}
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if( self.unitInfo.Secondary != null && CheckFire( self, game, self.unitInfo.Secondary, ref secondaryFireDelay ) )
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if( self.unitInfo.Secondary != null && CheckFire( self, self.unitInfo.Secondary, ref secondaryFireDelay ) )
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return;
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}
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bool CheckFire( Actor self, Game game, string weaponName, ref int fireDelay )
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bool CheckFire( Actor self, string weaponName, ref int fireDelay )
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{
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if( fireDelay > 0 )
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return false;
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@@ -54,7 +54,10 @@ namespace OpenRa.Game.Traits
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// FIXME: rules specifies ROF in 1/15 sec units; ticks are 1/25 sec
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fireDelay = weapon.ROF;
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game.world.Add( new Bullet( weaponName, self.Owner, self, self.CenterLocation.ToInt2(), target.CenterLocation.ToInt2(), game ) );
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Game.world.Add( new Bullet( weaponName, self.Owner, self,
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self.CenterLocation.ToInt2(),
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target.CenterLocation.ToInt2() ) );
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return true;
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}
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}
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