Use proper speech notification for InfiltrateForCash
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@@ -2910,8 +2910,16 @@ namespace OpenRA.Mods.Common.UtilityCommands
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if (!node.Value.Nodes.Any(n => n.Key == "Minimum"))
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node.Value.Nodes.Add(new MiniYamlNode("Minimum", "500"));
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if (!node.Value.Nodes.Any(n => n.Key == "SoundToVictim"))
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node.Value.Nodes.Add(new MiniYamlNode("SoundToVictim", "credit1.aud"));
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var sound = node.Value.Nodes.FirstOrDefault(n => n.Key == "SoundToVictim");
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if (sound != null)
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{
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node.Value.Nodes.Remove(sound);
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Console.WriteLine("The 'SoundToVictim' property of the 'InfiltrateForCash' trait has been");
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Console.WriteLine("replaced with a 'Notification' property. Please add the sound file");
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Console.WriteLine("'{0}' to your mod's audio notification yaml and".F(sound.Value.Value));
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Console.WriteLine("update your mod's rules accordingly.");
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Console.WriteLine();
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}
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}
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}
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.RA.Traits
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public readonly int Minimum = -1;
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[Desc("Sound the victim will hear when they get robbed.")]
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public readonly string SoundToVictim = null;
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public readonly string Notification = null;
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public object Create(ActorInitializer init) { return new InfiltrateForCash(this); }
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}
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@@ -49,8 +49,8 @@ namespace OpenRA.Mods.RA.Traits
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targetResources.TakeCash(toTake);
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spyResources.GiveCash(toGive);
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if (info.SoundToVictim != null)
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Game.Sound.PlayToPlayer(self.Owner, info.SoundToVictim);
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if (info.Notification != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.Notification, self.Owner.Faction.InternalName);
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self.World.AddFrameEndTask(w => w.Add(new FloatingText(self.CenterPosition, infiltrator.Owner.Color.RGB, FloatingText.FormatCashTick(toGive), 30)));
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}
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@@ -998,7 +998,7 @@ PROC:
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Facing: 64
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InfiltrateForCash:
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Percentage: 50
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SoundToVictim: credit1.aud
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Notification: CreditsStolen
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WithIdleOverlay@TOP:
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Sequence: idle-top
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Power:
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