embed the previously manually edited outdated documentation
from https://github.com/OpenRA/OpenRA/wiki/Trait-Documentation
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@@ -18,21 +18,35 @@ namespace OpenRA.GameRules
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{
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public class WarheadInfo
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{
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public readonly int Spread = 1; // distance (in pixels) from the explosion center at which damage is 1/2.
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[Desc("Distance (in pixels) from the explosion center at which damage is 1/2.")]
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public readonly int Spread = 1;
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[FieldLoader.LoadUsing( "LoadVersus" )]
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public readonly Dictionary<string, float> Versus; // damage vs each armortype
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public readonly bool Ore = false; // can this damage ore?
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public readonly string Explosion = null; // explosion effect to use
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public readonly string WaterExplosion = null; // explosion effect on hitting water (usually a splash)
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public readonly string[] SmudgeType = { }; // type of smudge to apply
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public readonly int[] Size = { 0, 0 }; // size of the explosion. provide 2 values for a ring effect (outer/inner)
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public readonly int InfDeath = 1; // infantry death animation to use
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public readonly string ImpactSound = null; // sound to play on impact
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public readonly string WaterImpactSound = null; // sound to play on impact with water
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public readonly int Damage = 0; // how much (raw) damage to deal
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public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant (old model)
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public readonly DamageModel DamageModel = DamageModel.Normal; // which damage model to use
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public readonly bool PreventProne = false; // whether we should prevent prone response in infantry.
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[Desc("Damage vs each armortype. 0% = can't target.")]
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public readonly Dictionary<string, float> Versus;
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[Desc("Can this damage ore?")]
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public readonly bool Ore = false;
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[Desc("Explosion effect to use.")]
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public readonly string Explosion = null;
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[Desc("Explosion effect on hitting water (usually a splash).")]
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public readonly string WaterExplosion = null;
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[Desc("Type of smudge to apply to terrain.")]
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public readonly string[] SmudgeType = { };
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[Desc("Size of the explosion. provide 2 values for a ring effect (outer/inner).")]
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public readonly int[] Size = { 0, 0 };
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[Desc("Infantry death animation to use")]
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public readonly int InfDeath = 1;
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[Desc("Sound to play on impact.")]
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public readonly string ImpactSound = null;
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[Desc("Sound to play on impact with water")]
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public readonly string WaterImpactSound = null;
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[Desc("How much (raw) damage to deal")]
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public readonly int Damage = 0;
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[Desc("Delay in ticks before dealing the damage, 0 = instant (old model).")]
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public readonly int Delay = 0;
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[Desc("Which damage model to use.")]
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public readonly DamageModel DamageModel = DamageModel.Normal;
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[Desc("Whether we should prevent prone response for infantry.")]
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public readonly bool PreventProne = false;
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public float EffectivenessAgainst(Actor self)
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{
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@@ -87,6 +101,7 @@ namespace OpenRA.GameRules
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{
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public readonly float Range = 0;
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public readonly string[] Report = null;
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[Desc("Rate of Fire")]
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public readonly int ROF = 1;
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public readonly int Burst = 1;
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public readonly bool Charges = false;
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