Some thoughts towards improving our bogus idle handling. Untested.

This commit is contained in:
Paul Chote
2010-11-29 13:15:44 +13:00
parent 7850acc6fb
commit c7f1d08748
7 changed files with 97 additions and 149 deletions

View File

@@ -67,14 +67,16 @@ namespace OpenRA.Mods.RA.Render
{
base.Tick(self);
if (inAttack) return;
if (self.GetCurrentActivity() is Activities.IdleAnimation) return;
if (self.IsIdle) return;
if (ChooseMoveAnim(self)) return;
if (IsProne(self))
anim.PlayFetchIndex("crawl", () => 0); /* what a hack. */
else
anim.Play("stand");
// TODO: Pick new animation only on damage or idle notifications
//if (IsProne(self))
// anim.PlayFetchIndex("crawl", () => 0); /* what a hack. */
//else
// anim.Play("stand");
}
public void Damaged(Actor self, AttackInfo e)
{