Add StartBurstReport to WeaponInfo
The FS Juggernaut firing sound already contains 3 shots, so without this, players would hear a total of 9(!) shots per salvo.
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@@ -39,9 +39,12 @@ namespace OpenRA.GameRules
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[Desc("The maximum range the weapon can fire.")]
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[Desc("The maximum range the weapon can fire.")]
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public readonly WDist Range = WDist.Zero;
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public readonly WDist Range = WDist.Zero;
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[Desc("The sound played when the weapon is fired.")]
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[Desc("The sound played each time the weapon is fired.")]
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public readonly string[] Report = null;
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public readonly string[] Report = null;
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[Desc("Sound played only on first burst in a salvo.")]
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public readonly string[] StartBurstReport = null;
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[Desc("The sound played when the weapon is reloaded.")]
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[Desc("The sound played when the weapon is reloaded.")]
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public readonly string[] AfterFireSound = null;
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public readonly string[] AfterFireSound = null;
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@@ -247,6 +247,9 @@ namespace OpenRA.Mods.Common.Traits
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if (args.Weapon.Report != null && args.Weapon.Report.Any())
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if (args.Weapon.Report != null && args.Weapon.Report.Any())
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Game.Sound.Play(SoundType.World, args.Weapon.Report.Random(self.World.SharedRandom), self.CenterPosition);
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Game.Sound.Play(SoundType.World, args.Weapon.Report.Random(self.World.SharedRandom), self.CenterPosition);
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if (Burst == args.Weapon.Burst && args.Weapon.StartBurstReport != null && args.Weapon.StartBurstReport.Any())
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Game.Sound.Play(SoundType.World, args.Weapon.StartBurstReport.Random(self.World.SharedRandom), self.CenterPosition);
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foreach (var na in self.TraitsImplementing<INotifyAttack>())
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foreach (var na in self.TraitsImplementing<INotifyAttack>())
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na.Attacking(self, target, this, barrel);
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na.Attacking(self, target, this, barrel);
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