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

@@ -42,7 +42,7 @@ namespace OpenRA.Mods.RA.Scripting
}
[Desc("Specifies whether the actor is alive or dead.")]
public bool IsDead { get { return self.IsDead(); } }
public bool IsDead { get { return self.IsDead; } }
[Desc("Specifies whether the actor is idle (not performing any activities).")]
public bool IsIdle { get { return self.IsIdle; } }

View File

@@ -29,7 +29,7 @@ namespace OpenRA.Mods.RA.Scripting
public Actor[] GetGroundAttackers()
{
return player.World.ActorsWithTrait<AttackBase>().Select(a => a.Actor)
.Where(a => a.Owner == player && !a.IsDead() && a.IsInWorld && a.HasTrait<Mobile>())
.Where(a => a.Owner == player && !a.IsDead && a.IsInWorld && a.HasTrait<Mobile>())
.ToArray();
}
}

View File

@@ -129,7 +129,7 @@ namespace OpenRA.Mods.RA.Scripting
if (squad.Count >= squadSize)
{
using (func)
using (var luaSquad = squad.Where(u => !u.IsDead()).ToArray().ToLuaValue(context))
using (var luaSquad = squad.Where(u => !u.IsDead).ToArray().ToLuaValue(context))
func.Call(luaSquad).Dispose();
triggers.OnProducedInternal -= productionHandler;
@@ -230,7 +230,7 @@ namespace OpenRA.Mods.RA.Scripting
if (squad.Count >= squadSize)
{
using (func)
using (var luaSquad = squad.Where(u => !u.IsDead()).ToArray().ToLuaValue(context))
using (var luaSquad = squad.Where(u => !u.IsDead).ToArray().ToLuaValue(context))
func.Call(luaSquad).Dispose();
foreach (var q in queueTypes)