add captureable, infantry emitting on sell and transformation
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@@ -109,6 +109,28 @@ namespace OpenRA.Mods.TS.UtilityCommands
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Console.WriteLine("\t\tAmount: " + power);
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}
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var captureable = rulesSection.GetValue("Capturable", string.Empty);
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if (!string.IsNullOrEmpty(captureable) && captureable == "true")
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Console.WriteLine("\tCapturable:");
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var crewed = rulesSection.GetValue("Crewed", string.Empty);
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if (!string.IsNullOrEmpty(crewed) && crewed == "yes")
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Console.WriteLine("\tEmitInfantryOnSell:");
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var deploysInto = rulesSection.GetValue("DeploysInto", string.Empty);
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if (!string.IsNullOrEmpty(deploysInto))
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{
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Console.WriteLine("\tTransforms:");
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Console.WriteLine("\t\tIntoActor: " + deploysInto);
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}
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var undeploysInto = rulesSection.GetValue("UndeploysInto", string.Empty);
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if (!string.IsNullOrEmpty(undeploysInto))
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{
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Console.WriteLine("\tTransforms:");
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Console.WriteLine("\t\tIntoActor: " + undeploysInto);
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}
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if (artIni.Sections.Any(s => s.Name == building.ToLowerInvariant()))
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{
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var artSection = artIni.GetSection(building);
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@@ -149,7 +171,6 @@ namespace OpenRA.Mods.TS.UtilityCommands
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if (!string.IsNullOrEmpty(buildup) && buildup != "none")
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Console.WriteLine("\tWithMakeAnimation:");
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var terrainPalette = artSection.GetValue("TerrainPalette", string.Empty);
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if (!string.IsNullOrEmpty(terrainPalette))
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bool.TryParse(terrainPalette, out useTerrainPalette);
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