remove FieldLoader.LoadAttribute; replace with FieldLoader.IgnoreAttribute
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@@ -18,21 +18,21 @@ namespace OpenRA.GameRules
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{
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public class WarheadInfo
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{
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[FieldLoader.Load] public readonly int Spread = 1; // distance (in pixels) from the explosion center at which damage is 1/2.
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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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[FieldLoader.LoadUsing( "LoadVersus" )]
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public readonly Dictionary<string, float> Versus; // damage vs each armortype
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[FieldLoader.Load] public readonly bool Ore = false; // can this damage ore?
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[FieldLoader.Load] public readonly string Explosion = null; // explosion effect to use
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[FieldLoader.Load] public readonly string WaterExplosion = null; // explosion effect on hitting water (usually a splash)
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[FieldLoader.Load] public readonly string SmudgeType = null; // type of smudge to apply
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[FieldLoader.Load] public readonly int[] Size = { 0, 0 }; // size of the explosion. provide 2 values for a ring effect (outer/inner)
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[FieldLoader.Load] public readonly int InfDeath = 0; // infantry death animation to use
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[FieldLoader.Load] public readonly string ImpactSound = null; // sound to play on impact
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[FieldLoader.Load] public readonly string WaterImpactSound = null; // sound to play on impact with water
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[FieldLoader.Load] public readonly int Damage = 0; // how much (raw) damage to deal
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[FieldLoader.Load] public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant (old model)
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[FieldLoader.Load] public readonly DamageModel DamageModel = DamageModel.Normal; // which damage model to use
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[FieldLoader.Load] public readonly bool PreventProne = false; // whether we should prevent prone response in infantry.
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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 = null; // 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 = 0; // 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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public float EffectivenessAgainst(Actor self)
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{
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@@ -85,15 +85,15 @@ namespace OpenRA.GameRules
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public class WeaponInfo
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{
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[FieldLoader.Load] public readonly float Range = 0;
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[FieldLoader.Load] public readonly string Report = null;
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[FieldLoader.Load] public readonly int ROF = 1;
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[FieldLoader.Load] public readonly int Burst = 1;
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[FieldLoader.Load] public readonly bool Charges = false;
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[FieldLoader.Load] public readonly bool Underwater = false;
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[FieldLoader.Load] public readonly string[] ValidTargets = { "Ground" };
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[FieldLoader.Load] public readonly int BurstDelay = 5;
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[FieldLoader.Load] public readonly float MinRange = 0;
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public readonly float Range = 0;
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public readonly string Report = null;
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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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public readonly bool Underwater = false;
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public readonly string[] ValidTargets = { "Ground" };
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public readonly int BurstDelay = 5;
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public readonly float MinRange = 0;
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[FieldLoader.LoadUsing( "LoadProjectile" )] public IProjectileInfo Projectile;
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[FieldLoader.LoadUsing( "LoadWarheads" )] public List<WarheadInfo> Warheads;
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