From b6dc30ca935e7783daf28bb36fb052d72096ae28 Mon Sep 17 00:00:00 2001 From: abcdefg30 Date: Mon, 12 Sep 2016 22:53:44 +0200 Subject: [PATCH] Add support for playing the weapon report of the ion cannon --- OpenRA.Mods.Cnc/Projectiles/IonCannon.cs | 5 ++++- OpenRA.Mods.Cnc/Traits/SupportPowers/IonCannonPower.cs | 3 ++- 2 files changed, 6 insertions(+), 2 deletions(-) diff --git a/OpenRA.Mods.Cnc/Projectiles/IonCannon.cs b/OpenRA.Mods.Cnc/Projectiles/IonCannon.cs index 1f4a81dcc5..cd1f938058 100644 --- a/OpenRA.Mods.Cnc/Projectiles/IonCannon.cs +++ b/OpenRA.Mods.Cnc/Projectiles/IonCannon.cs @@ -29,7 +29,7 @@ namespace OpenRA.Mods.Cnc.Effects int weaponDelay; bool impacted = false; - public IonCannon(Player firedBy, WeaponInfo weapon, World world, CPos location, string effect, string sequence, string palette, int delay) + public IonCannon(Player firedBy, WeaponInfo weapon, World world, WPos launchPos, CPos location, string effect, string sequence, string palette, int delay) { this.firedBy = firedBy; this.weapon = weapon; @@ -38,6 +38,9 @@ namespace OpenRA.Mods.Cnc.Effects target = Target.FromCell(world, location); anim = new Animation(world, effect); anim.PlayThen(sequence, () => Finish(world)); + + if (weapon.Report != null && weapon.Report.Any()) + Game.Sound.Play(weapon.Report.Random(firedBy.World.SharedRandom), launchPos); } public void Tick(World world) diff --git a/OpenRA.Mods.Cnc/Traits/SupportPowers/IonCannonPower.cs b/OpenRA.Mods.Cnc/Traits/SupportPowers/IonCannonPower.cs index 44ac999112..938ded2d9e 100644 --- a/OpenRA.Mods.Cnc/Traits/SupportPowers/IonCannonPower.cs +++ b/OpenRA.Mods.Cnc/Traits/SupportPowers/IonCannonPower.cs @@ -64,7 +64,8 @@ namespace OpenRA.Mods.Cnc.Traits self.World.AddFrameEndTask(w => { Game.Sound.Play(Info.LaunchSound, self.World.Map.CenterOfCell(order.TargetLocation)); - w.Add(new IonCannon(self.Owner, info.WeaponInfo, w, order.TargetLocation, info.Effect, info.EffectSequence, info.EffectPalette, info.WeaponDelay)); + w.Add(new IonCannon(self.Owner, info.WeaponInfo, w, self.CenterPosition, order.TargetLocation, + info.Effect, info.EffectSequence, info.EffectPalette, info.WeaponDelay)); if (info.CameraActor == null) return;