Lint test the nuke missile sprites.

This commit is contained in:
Matthias Mailänder
2016-02-19 09:37:32 +01:00
parent bc379d2357
commit a7a6815f99
2 changed files with 13 additions and 6 deletions

View File

@@ -23,10 +23,15 @@ namespace OpenRA.Mods.Common.Traits
{
[WeaponReference]
[Desc("Weapon to use for the impact.",
"But also image to use for the missile.",
"Requires an 'up' and a 'down' sequence on the image.")]
"Also image to use for the missile.")]
public readonly string MissileWeapon = "";
[Desc("Sprite sequence for the ascending missile.")]
[SequenceReference("MissileWeapon")] public readonly string MissileUp = "up";
[Desc("Sprite sequence for the descending missile.")]
[SequenceReference("MissileWeapon")] public readonly string MissileDown = "down";
[Desc("Offset from the actor the missile spawns on.")]
public readonly WVec SpawnOffset = WVec.Zero;
@@ -95,7 +100,7 @@ namespace OpenRA.Mods.Common.Traits
}
var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation);
var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo, info.MissilePalette,
var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo, info.MissilePalette, info.MissileUp, info.MissileDown,
self.CenterPosition + body.LocalToWorld(info.SpawnOffset),
targetPosition,
info.FlightVelocity, info.FlightDelay, info.SkipAscent,