load ALL the weaponinfo properly

This commit is contained in:
Chris Forbes
2010-03-31 22:52:36 +13:00
parent 744eeabb3c
commit b4f5baf1a7
7 changed files with 80 additions and 12 deletions

View File

@@ -25,6 +25,26 @@ using OpenRA.Traits;
namespace OpenRA.Effects
{
class BulletInfo : IProjectileInfo
{
public readonly int Speed = 1;
public readonly bool AA = false;
public readonly bool AG = true;
public readonly bool ASW = false;
public readonly string Trail = null;
public readonly bool Inaccurate = false;
public readonly string Image = null;
public readonly bool High = false;
public readonly bool Arcing = false;
public readonly int RangeLimit = 0;
public readonly int Arm = 0;
public readonly bool UnderWater = false;
public readonly bool Shadow = false;
public readonly bool Proximity = false;
public IEffect Create(ProjectileArgs args) { return null; }
}
public class Bullet : IEffect
{
readonly Player Owner;

View File

@@ -26,6 +26,26 @@ using OpenRA.Traits;
namespace OpenRA.Effects
{
class MissileInfo : IProjectileInfo
{
public readonly int Speed = 1;
public readonly int Arm = 0;
public readonly bool High = false;
public readonly bool Shadow = true;
public readonly bool Proximity = false;
public readonly string Trail = null;
public readonly bool Inaccurate = false;
public readonly bool AA = false;
public readonly bool AG = true;
public readonly bool ASW = false;
public readonly string Image = null;
public readonly int ROT = 5;
public readonly int RangeLimit = 0;
public readonly bool TurboBoost = false;
public IEffect Create(ProjectileArgs args) { return null; }
}
class Missile : IEffect
{
readonly Actor FiredBy;

View File

@@ -28,6 +28,12 @@ using OpenRA.Graphics;
namespace OpenRA.Effects
{
class NukeInfo : IProjectileInfo
{
public readonly string Image = null;
public IEffect Create(ProjectileArgs args) { return null; }
}
class NukeLaunch : IEffect
{
readonly ProjectileInfo projectileUp, projectileDown;

View File

@@ -21,9 +21,15 @@
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Traits;
using OpenRA.GameRules;
namespace OpenRA.Effects
{
class TeslaZapInfo : IProjectileInfo
{
public IEffect Create(ProjectileArgs args) { return null; }
}
class TeslaZap : IEffect
{
readonly int2 from, to;