Created ShakeScreenWarhead and removed the hardcoded shaking from NukeLaunch and MadTank

This commit is contained in:
Pavel Penev
2019-10-27 11:43:55 +02:00
committed by abcdefg30
parent 6220d7e62e
commit b00154e2bc
3 changed files with 34 additions and 10 deletions

View File

@@ -33,12 +33,6 @@ namespace OpenRA.Mods.Cnc.Traits
[WeaponReference]
public readonly string ThumpDamageWeapon = "MADTankThump";
public readonly int ThumpShakeIntensity = 3;
public readonly float2 ThumpShakeMultiplier = new float2(1, 0);
public readonly int ThumpShakeTime = 10;
[Desc("Measured in ticks.")]
public readonly int ChargeDelay = 96;
@@ -219,8 +213,6 @@ namespace OpenRA.Mods.Cnc.Traits
// Use .FromPos since this weapon needs to affect more than just the MadTank actor
mad.info.ThumpDamageWeaponInfo.Impact(Target.FromPos(self.CenterPosition), self);
}
screenShaker.AddEffect(mad.info.ThumpShakeTime, self.CenterPosition, mad.info.ThumpShakeIntensity, mad.info.ThumpShakeMultiplier);
}
if (ticks == mad.info.ChargeDelay)