strip some redundancy from UnitOrders, but it still sucks; fix nudges breaking everything

This commit is contained in:
Chris Forbes
2010-07-22 08:03:44 +12:00
parent b2454c8b8d
commit a78001a5cc
2 changed files with 5 additions and 5 deletions

View File

@@ -25,7 +25,7 @@ namespace OpenRA.Network
var client = Game.LobbyInfo.Clients.FirstOrDefault(c => c.Index == clientId); var client = Game.LobbyInfo.Clients.FirstOrDefault(c => c.Index == clientId);
if (client != null) if (client != null)
{ {
var player = Game.world.players.Values.FirstOrDefault(p => p.Index == client.Index); var player = world.players.Values.FirstOrDefault(p => p.Index == client.Index);
if (player != null && player.WinState == WinState.Lost) if (player != null && player.WinState == WinState.Lost)
Game.AddChatLine(client.Color1, client.Name + " (Dead)", order.TargetString); Game.AddChatLine(client.Color1, client.Name + " (Dead)", order.TargetString);
else else
@@ -38,9 +38,9 @@ namespace OpenRA.Network
var client = Game.LobbyInfo.Clients.FirstOrDefault(c => c.Index == clientId); var client = Game.LobbyInfo.Clients.FirstOrDefault(c => c.Index == clientId);
if (client != null) if (client != null)
{ {
var player = Game.world.players.Values.FirstOrDefault(p => p.Index == client.Index); var player = world.players.Values.FirstOrDefault(p => p.Index == client.Index);
var display = (world.GameHasStarted) ? var display = (world.GameHasStarted) ?
player != null && (Game.world.LocalPlayer != null && player.Stances[Game.world.LocalPlayer] == Stance.Ally player != null && (world.LocalPlayer != null && player.Stances[world.LocalPlayer] == Stance.Ally
|| player.WinState == WinState.Lost) : || player.WinState == WinState.Lost) :
client == Game.LocalClient || (client.Team == Game.LocalClient.Team && client.Team != 0); client == Game.LocalClient || (client.Team == Game.LocalClient.Team && client.Team != 0);

View File

@@ -251,8 +251,8 @@ namespace OpenRA.Traits
return; /* don't allow ourselves to be pushed around return; /* don't allow ourselves to be pushed around
* by the enemy! */ * by the enemy! */
if (self.GetCurrentActivity() is Move) if (!self.IsIdle)
return; /* we're *already* moving; nudging isn't going to help */ return; /* don't nudge if we're busy doing something! */
// pick an adjacent available cell. // pick an adjacent available cell.
var availCells = new List<int2>(); var availCells = new List<int2>();