Correct parameter order in IOrderTargeter.CanTargetLocation interface definition
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@@ -90,12 +90,15 @@ namespace OpenRA.Orders
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.OrderByDescending( x => x.Order.OrderPriority ) )
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.OrderByDescending( x => x.Order.OrderPriority ) )
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{
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{
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var actorsAt = self.World.ActorMap.GetUnitsAt( xy ).ToList();
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var actorsAt = self.World.ActorMap.GetUnitsAt( xy ).ToList();
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var forceAttack = mi.Modifiers.HasModifier(Modifiers.Ctrl);
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var forceMove = mi.Modifiers.HasModifier(Modifiers.Alt);
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var forceQueue = mi.Modifiers.HasModifier(Modifiers.Shift);
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string cursor = null;
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string cursor = null;
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if( underCursor != null )
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if( underCursor != null )
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if (o.Order.CanTargetActor(self, underCursor, mi.Modifiers.HasModifier(Modifiers.Ctrl), mi.Modifiers.HasModifier(Modifiers.Alt), mi.Modifiers.HasModifier(Modifiers.Shift), ref cursor))
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if (o.Order.CanTargetActor(self, underCursor, forceAttack, forceMove, forceQueue, ref cursor))
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return new UnitOrderResult( self, o.Order, o.Trait, cursor, Target.FromActor( underCursor ) );
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return new UnitOrderResult( self, o.Order, o.Trait, cursor, Target.FromActor( underCursor ) );
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if (o.Order.CanTargetLocation(self, xy, actorsAt, mi.Modifiers.HasModifier(Modifiers.Ctrl), mi.Modifiers.HasModifier(Modifiers.Alt), mi.Modifiers.HasModifier(Modifiers.Shift), ref cursor))
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if (o.Order.CanTargetLocation(self, xy, actorsAt, forceAttack, forceMove, forceQueue, ref cursor))
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return new UnitOrderResult( self, o.Order, o.Trait, cursor, Target.FromCell( xy ) );
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return new UnitOrderResult( self, o.Order, o.Trait, cursor, Target.FromCell( xy ) );
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}
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}
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}
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}
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@@ -46,7 +46,7 @@ namespace OpenRA.Traits
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string OrderID { get; }
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string OrderID { get; }
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int OrderPriority { get; }
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int OrderPriority { get; }
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bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceMove, bool forceQueue, ref string cursor);
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bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceMove, bool forceQueue, ref string cursor);
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bool CanTargetLocation(Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueue, bool forceMove, ref string cursor);
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bool CanTargetLocation(Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceMove, bool forceQueue, ref string cursor);
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bool IsQueued { get; }
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bool IsQueued { get; }
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}
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}
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