diff --git a/OpenRA.Mods.RA/Render/RenderInfantry.cs b/OpenRA.Mods.RA/Render/RenderInfantry.cs index d79adb7f9a..bfbc1e76e0 100644 --- a/OpenRA.Mods.RA/Render/RenderInfantry.cs +++ b/OpenRA.Mods.RA/Render/RenderInfantry.cs @@ -14,7 +14,7 @@ using OpenRA.Traits; namespace OpenRA.Mods.RA.Render { - public class RenderInfantryInfo : RenderSimpleInfo, Requires + public class RenderInfantryInfo : RenderSimpleInfo, Requires { public readonly int MinIdleWaitTicks = 30; public readonly int MaxIdleWaitTicks = 110; @@ -35,7 +35,7 @@ namespace OpenRA.Mods.RA.Render IdleAnimating } - Mobile mobile; + IMove move; RenderInfantryInfo info; public bool IsMoving { get; set; } protected bool dirty = false; @@ -60,7 +60,7 @@ namespace OpenRA.Mods.RA.Render this.info = info; anim.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0); State = AnimationState.Waiting; - mobile = self.Trait(); + move = self.Trait(); self.Trait().SetAutodetectedFacings(anim.CurrentSequence.Facings); } @@ -83,12 +83,12 @@ namespace OpenRA.Mods.RA.Render { base.Tick(self); - if ((State == AnimationState.Moving || dirty) && !mobile.IsMoving) + if ((State == AnimationState.Moving || dirty) && !move.IsMoving) { State = AnimationState.Waiting; anim.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0); } - else if ((State != AnimationState.Moving || dirty) && mobile.IsMoving) + else if ((State != AnimationState.Moving || dirty) && move.IsMoving) { State = AnimationState.Moving; anim.PlayRepeating(NormalizeInfantrySequence(self, "run"));