From aa2ae95ce11616971fa0c069abadeef273cc57ab Mon Sep 17 00:00:00 2001 From: Paul Chote Date: Wed, 27 Jul 2011 01:59:14 +1200 Subject: [PATCH] Kill DeadBuildingState.Zombie --- OpenRA.Mods.Cnc/DeadBuildingState.cs | 10 ++++------ 1 file changed, 4 insertions(+), 6 deletions(-) diff --git a/OpenRA.Mods.Cnc/DeadBuildingState.cs b/OpenRA.Mods.Cnc/DeadBuildingState.cs index 5ee2706e09..055ef22e4d 100644 --- a/OpenRA.Mods.Cnc/DeadBuildingState.cs +++ b/OpenRA.Mods.Cnc/DeadBuildingState.cs @@ -16,7 +16,6 @@ namespace OpenRA.Mods.Cnc class DeadBuildingStateInfo : ITraitInfo, Requires, Requires { public readonly int LingerTime = 20; - public readonly bool Zombie = false; // Civilian structures stick around after death public object Create(ActorInitializer init) { return new DeadBuildingState(init.self, this); } } @@ -35,11 +34,10 @@ namespace OpenRA.Mods.Cnc { if (!rs.anim.HasSequence("dead")) return; rs.anim.PlayRepeating("dead"); - if (!info.Zombie) - self.World.AddFrameEndTask( - w => w.Add( - new DelayedAction(info.LingerTime, - () => self.Destroy()))); + self.World.AddFrameEndTask( + w => w.Add( + new DelayedAction(info.LingerTime, + () => self.Destroy()))); } } }