Added: More constructor overloads for Order (accepting a queued boolean now)
Added: Changed all IssueOrders to make use of the IOrderTargeter.IsQueued Added: A 'hack' for SetChronoTankDestination so it also sets the queued value
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@@ -357,7 +357,7 @@ namespace OpenRA.Mods.RA
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range = Math.Max(range, loopCount / 2);
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range = Math.Max(range, loopCount / 2);
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if (loopCount > 10) return false;
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if (loopCount > 10) return false;
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} while (!a.Trait<IMove>().CanEnterCell(xy) && xy != a.Location);
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} while (!a.Trait<IMove>().CanEnterCell(xy) && xy != a.Location);
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world.IssueOrder(new Order("AttackMove", a, xy));
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world.IssueOrder(new Order("AttackMove", a, xy, false));
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return true;
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return true;
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}
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}
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@@ -154,7 +154,7 @@ namespace OpenRA.Mods.RA
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self.World.AddFrameEndTask(w =>
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self.World.AddFrameEndTask(w =>
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{
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{
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self.CancelActivity();
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self.CancelActivity();
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attackBase.ResolveOrder(self, new Order("Stop", self));
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attackBase.ResolveOrder(self, new Order("Stop", self, false));
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self.QueueActivity(self.Trait<Mobile>().MoveWithinRange(DefendTarget, 1));
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self.QueueActivity(self.Trait<Mobile>().MoveWithinRange(DefendTarget, 1));
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WaitForIdle();
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WaitForIdle();
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});
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});
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