guts of Combat is on the new model
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@@ -81,8 +81,7 @@ namespace OpenRA.Effects
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if (t > TotalTime()) /* remove finished bullets */
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{
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world.AddFrameEndTask(w => w.Remove(this));
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//Combat.DoImpact(Args.dest, VisualDest - new int2( 0, Args.destAltitude ),
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// Weapon, Projectile, Warhead, FiredBy);
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Combat.DoImpact(Args.weapon.Warheads[0], Args, VisualDest - new int2(0, Args.destAltitude));
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}
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if (Info.Trail != null)
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@@ -117,8 +117,8 @@ namespace OpenRA.Effects
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{
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world.AddFrameEndTask(w => w.Remove(this));
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if (t > Projectile.Arm * 40) /* don't blow up in our launcher's face! */
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Combat.DoImpact(Pos.ToInt2(), Pos.ToInt2(), Weapon, Projectile, Warhead, FiredBy);
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// if (t > Projectile.Arm * 40) /* don't blow up in our launcher's face! */
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// Combat.DoImpact(Pos.ToInt2(), Pos.ToInt2(), Weapon, Projectile, Warhead, FiredBy);
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return;
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}
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@@ -83,7 +83,7 @@ namespace OpenRA.Effects
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{
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world.AddFrameEndTask(w => w.Remove(this));
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var warhead = Rules.WarheadInfo[weapon.Warhead];
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Combat.DoImpact(pos.ToInt2(), pos.ToInt2(), weapon, Rules.ProjectileInfo[weapon.Projectile], warhead, silo, true);
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//Combat.DoImpact(pos.ToInt2(), pos.ToInt2(), weapon, Rules.ProjectileInfo[weapon.Projectile], warhead, silo, true);
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world.WorldActor.traits.Get<ScreenShaker>().AddEffect(20, pos, 5);
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}
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