Unhardcode weapon ammo consumption
fix gh actions
This commit is contained in:
@@ -147,7 +147,7 @@ namespace OpenRA.Mods.Cnc.Activities
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if (pool == null)
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if (pool == null)
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return;
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return;
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pool.TakeAmmo(self, 1);
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pool.TakeAmmo(self, minelayer.Info.AmmoUsage);
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}
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}
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self.World.AddFrameEndTask(w => w.CreateActor(minelayer.Info.Mine, new TypeDictionary
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self.World.AddFrameEndTask(w => w.CreateActor(minelayer.Info.Mine, new TypeDictionary
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@@ -62,6 +62,9 @@ namespace OpenRA.Mods.Cnc.Traits
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[Desc("Cursor to display when able to lay a mine.")]
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[Desc("Cursor to display when able to lay a mine.")]
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public readonly string AbilityCursor = "ability";
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public readonly string AbilityCursor = "ability";
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[Desc("Ammo the minelayer consumes per mine.")]
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public readonly int AmmoUsage = 1;
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public override object Create(ActorInitializer init) { return new Minelayer(init.Self, this); }
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public override object Create(ActorInitializer init) { return new Minelayer(init.Self, this); }
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}
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}
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@@ -99,7 +99,7 @@ namespace OpenRA.Mods.Common.Traits
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void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel)
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void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel)
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{
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{
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if (a != null && Info.Armaments.Contains(a.Info.Name))
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if (a != null && Info.Armaments.Contains(a.Info.Name))
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TakeAmmo(self, 1);
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TakeAmmo(self, a.Info.AmmoUsage);
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}
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}
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void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel) { }
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void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel) { }
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@@ -83,6 +83,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Cursor to display when hovering over a valid target that is outside of range.")]
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[Desc("Cursor to display when hovering over a valid target that is outside of range.")]
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public readonly string OutsideRangeCursor = "attackoutsiderange";
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public readonly string OutsideRangeCursor = "attackoutsiderange";
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[Desc("Ammo the weapon consumes per shot.")]
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public readonly int AmmoUsage = 1;
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public override object Create(ActorInitializer init) { return new Armament(init.Self, this); }
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public override object Create(ActorInitializer init) { return new Armament(init.Self, this); }
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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