Remove Selectable boolean from Selectable trait
Add work-around for ta/td bridge huts since they need actor Bounds to be targetable by C4/engineer repair.
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@@ -1175,6 +1175,28 @@ namespace OpenRA.Mods.Common.UtilityCommands
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}
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}
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if (engineVersion < 20150604)
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{
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if (depth == 1 && node.Value.Nodes.Exists(n => n.Key == "Selectable"))
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{
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var selectable = node.Value.Nodes.FirstOrDefault(n => n.Key == "Selectable");
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if (node.Key == "Selectable" && selectable.Value.Value == "false")
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node.Key = "SelectableRemoveMe";
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// To cover rare cases where the boolean was 'true'
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if (node.Key == "Selectable" && selectable.Value.Value == "true")
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node.Value.Nodes.Remove(selectable);
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}
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if (depth == 0 && node.Value.Nodes.Exists(n => n.Key == "SelectableRemoveMe"))
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node.Value.Nodes.RemoveAll(n => n.Key == "SelectableRemoveMe");
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Console.WriteLine("The 'Selectable' boolean has been removed from the Selectable trait.");
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Console.WriteLine("If you just want to disable an inherited Selectable trait, use -Selectable instead.");
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Console.WriteLine("For special cases like bridge huts, which need bounds to be targetable by C4 and engineers,");
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Console.WriteLine("give them the CustomSelectionSize trait with CustomBounds.");
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Console.WriteLine("See RA and C&C bridge huts for reference.");
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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