Unhardcode the palette the missile weapon of the NukePower uses

This commit is contained in:
abcdefg30
2016-02-14 22:32:53 +01:00
parent 2debda926a
commit b27950b517
2 changed files with 14 additions and 3 deletions

View File

@@ -21,9 +21,17 @@ namespace OpenRA.Mods.Common.Traits
class NukePowerInfo : SupportPowerInfo, IRulesetLoaded, Requires<BodyOrientationInfo>
{
[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.")]
public readonly string MissileWeapon = "";
[Desc("Offset from the actor the missile spawns on.")]
public readonly WVec SpawnOffset = WVec.Zero;
[Desc("Palette to use for the missile weapon image.")]
[PaletteReference] public readonly string MissilePalette = "effect";
[Desc("Travel time - split equally between ascent and descent")]
public readonly int FlightDelay = 400;
@@ -86,7 +94,7 @@ namespace OpenRA.Mods.Common.Traits
}
var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation);
var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo,
var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo, info.MissilePalette,
self.CenterPosition + body.LocalToWorld(info.SpawnOffset),
targetPosition,
info.FlightVelocity, info.FlightDelay, info.SkipAscent,