From b2d37ba754c311c2e1c86217f0d4c0783932ccad Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Matthias=20Mail=C3=A4nder?= Date: Tue, 20 Aug 2013 19:20:46 +0200 Subject: [PATCH] play launch / incoming sounds in air strike power, too --- OpenRA.Mods.RA/SupportPowers/AirstrikePower.cs | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/OpenRA.Mods.RA/SupportPowers/AirstrikePower.cs b/OpenRA.Mods.RA/SupportPowers/AirstrikePower.cs index a1a47531b8..be55c46731 100755 --- a/OpenRA.Mods.RA/SupportPowers/AirstrikePower.cs +++ b/OpenRA.Mods.RA/SupportPowers/AirstrikePower.cs @@ -30,12 +30,19 @@ namespace OpenRA.Mods.RA class AirstrikePower : SupportPower { public AirstrikePower(Actor self, AirstrikePowerInfo info) : base(self, info) { } + public override void Activate(Actor self, Order order) { var startPos = self.World.ChooseRandomEdgeCell(); self.World.AddFrameEndTask(w => { var info = (Info as AirstrikePowerInfo); + + if (self.Owner.IsAlliedWith(self.World.RenderPlayer)) + Sound.Play(Info.LaunchSound); + else + Sound.Play(Info.IncomingSound); + var flare = info.FlareType != null ? w.CreateActor(info.FlareType, new TypeDictionary { new LocationInit( order.TargetLocation ),