prevent infantry going prone due to tib damage
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@@ -32,6 +32,7 @@ namespace OpenRA.GameRules
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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 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 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 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 float EffectivenessAgainst(Actor self)
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public float EffectivenessAgainst(Actor self)
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{
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{
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@@ -30,7 +30,8 @@ namespace OpenRA.Mods.RA
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public void Damaged(Actor self, AttackInfo e)
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public void Damaged(Actor self, AttackInfo e)
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{
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{
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if (e.Damage > 0) /* fix to allow healing via `damage` */
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if (e.Damage > 0) /* fix to allow healing via `damage` */
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remainingProneTime = defaultProneTime;
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if (!e.Warhead.PreventProne)
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remainingProneTime = defaultProneTime;
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}
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}
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public void Tick(Actor self)
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public void Tick(Actor self)
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@@ -662,3 +662,4 @@ Tiberium:
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Spread: 1
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Spread: 1
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InfDeath: 4
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InfDeath: 4
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Damage: 5
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Damage: 5
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PreventProne: yes
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