Fix d2k NukePower sequence requirement

This commit is contained in:
reaperrr
2015-08-30 13:44:25 +02:00
parent 9da56f51e2
commit c39c7cdc4e
3 changed files with 7 additions and 3 deletions

View File

@@ -75,8 +75,11 @@ namespace OpenRA.Mods.Common.Traits
else else
Sound.Play(Info.IncomingSound); Sound.Play(Info.IncomingSound);
var wsb = self.Trait<WithSpriteBody>(); if (!string.IsNullOrEmpty(info.ActivationSequence))
wsb.PlayCustomAnimation(self, info.ActivationSequence); {
var wsb = self.Trait<WithSpriteBody>();
wsb.PlayCustomAnimation(self, info.ActivationSequence);
}
var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation); var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation);
var missile = new NukeLaunch(self.Owner, info.MissileWeapon, var missile = new NukeLaunch(self.Owner, info.MissileWeapon,

View File

@@ -808,6 +808,7 @@ palace:
DisplayBeacon: True DisplayBeacon: True
DisplayRadarPing: True DisplayRadarPing: True
CameraActor: camera CameraActor: camera
ActivationSequence:
CanPowerDown: CanPowerDown:
DisabledOverlay: DisabledOverlay:
RequiresPower: RequiresPower:

View File

@@ -1163,7 +1163,7 @@ namisl:
make: ntmislmk make: ntmislmk
Length: 18 Length: 18
ShadowStart: 18 ShadowStart: 18
active: ntmisl_a active: ntmisl_a # TODO: This is an overlay
Length: 10 Length: 10
Tick: 80 Tick: 80
damaged-active: ntmisl_a damaged-active: ntmisl_a