Unhardcode terrain types. Needs a bit more work re initialization and bridges

This commit is contained in:
Paul Chote
2010-06-26 10:55:29 +12:00
parent 8fbbaddce9
commit bf6b2da1a8
31 changed files with 138 additions and 3127 deletions

View File

@@ -91,7 +91,7 @@ namespace OpenRA.Mods.RA
if (++ticks >= self.Info.Traits.Get<CrateInfo>().Lifetime * 25)
self.World.AddFrameEndTask(w => w.Remove(self));
var seq = self.World.GetTerrainType(cell) == TerrainType.Water ? "water" : "idle";
var seq = self.World.GetTerrainType(cell) == "Water" ? "water" : "idle";
if (seq != self.traits.Get<RenderSimple>().anim.CurrentSequence.Name)
self.traits.Get<RenderSimple>().anim.PlayRepeating(seq);
}