Added ExplosionPalette and WaterExplosionPalette traits to Warheads.

This is needed for TS water splashes, for example (they use unit*.pal instead of anim.pal).
Defaults to "effect".
This commit is contained in:
reaperrr
2014-04-18 01:23:09 +02:00
parent 18381f178b
commit c9b162ec3c
5 changed files with 18 additions and 9 deletions

View File

@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
@@ -41,9 +41,10 @@ namespace OpenRA.Mods.RA
var isWater = pos.Z == 0 && world.GetTerrainInfo(targetTile).IsWater;
var explosionType = isWater ? warhead.WaterExplosion : warhead.Explosion;
var explosionTypePalette = isWater ? warhead.WaterExplosionPalette : warhead.ExplosionPalette;
if (explosionType != null)
world.AddFrameEndTask(w => w.Add(new Explosion(w, pos, explosionType)));
world.AddFrameEndTask(w => w.Add(new Explosion(w, pos, explosionType, explosionTypePalette)));
Sound.Play(GetImpactSound(warhead, isWater), pos);