Actor properties consistency improved

This commit is contained in:
huwpascoe
2014-11-10 14:20:19 +00:00
parent 6a425b8636
commit a660bb95b5
58 changed files with 109 additions and 120 deletions

View File

@@ -98,7 +98,7 @@ namespace OpenRA.Traits
foreach (var nd in self.TraitsImplementing<INotifyDamageStateChanged>())
nd.DamageStateChanged(self, ai);
if (Info.NotifyAppliedDamage && repairer != null && repairer.IsInWorld && !repairer.IsDead())
if (Info.NotifyAppliedDamage && repairer != null && repairer.IsInWorld && !repairer.IsDead)
foreach (var nd in repairer.TraitsImplementing<INotifyAppliedDamage>()
.Concat(repairer.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>()))
nd.AppliedDamage(repairer, self, ai);
@@ -141,7 +141,7 @@ namespace OpenRA.Traits
foreach (var nd in self.TraitsImplementing<INotifyDamageStateChanged>())
nd.DamageStateChanged(self, ai);
if (Info.NotifyAppliedDamage && attacker != null && attacker.IsInWorld && !attacker.IsDead())
if (Info.NotifyAppliedDamage && attacker != null && attacker.IsInWorld && !attacker.IsDead)
foreach (var nd in attacker.TraitsImplementing<INotifyAppliedDamage>()
.Concat(attacker.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>()))
nd.AppliedDamage(attacker, self, ai);