fix indents everywhere
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@@ -36,8 +36,8 @@ namespace OpenRA.Traits
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Info = info;
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MaxHP = info.HP;
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hp = init.Contains<HealthInit>() ? (int)(init.Get<HealthInit, float>() * MaxHP) : MaxHP;
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DisplayHp = hp;
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hp = init.Contains<HealthInit>() ? (int)(init.Get<HealthInit, float>() * MaxHP) : MaxHP;
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DisplayHp = hp;
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}
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public int HP { get { return hp; } }
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@@ -75,7 +75,7 @@ namespace OpenRA.Traits
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var oldState = this.DamageState;
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/* apply the damage modifiers, if we have any. */
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var modifier = (float)self.TraitsImplementing<IDamageModifier>()
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var modifier = (float)self.TraitsImplementing<IDamageModifier>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<IDamageModifier>())
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.Select(t => t.GetDamageModifier(attacker, warhead)).Product();
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@@ -93,8 +93,8 @@ namespace OpenRA.Traits
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Warhead = warhead,
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};
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foreach (var nd in self.TraitsImplementing<INotifyDamage>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyDamage>()))
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foreach (var nd in self.TraitsImplementing<INotifyDamage>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyDamage>()))
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nd.Damaged(self, ai);
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if (DamageState != oldState)
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@@ -103,7 +103,7 @@ namespace OpenRA.Traits
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if (attacker != null && attacker.IsInWorld && !attacker.IsDead())
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foreach (var nd in attacker.TraitsImplementing<INotifyAppliedDamage>()
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.Concat(attacker.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>()))
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.Concat(attacker.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>()))
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nd.AppliedDamage(attacker, self, ai);
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if (hp == 0)
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@@ -112,7 +112,7 @@ namespace OpenRA.Traits
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self.Owner.Deaths++;
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foreach (var nd in self.TraitsImplementing<INotifyKilled>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyKilled>()))
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.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyKilled>()))
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nd.Killed(self, ai);
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if( RemoveOnDeath )
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