Remove passing the warheads from DamageWarhead to AttackInfo.

Added a Damage class to pass damage value and damage(types) instead.
This removes a great amount of overhead and longterm opens possibilities to have damagetypes without warheads.
This commit is contained in:
Zimmermann Gyula
2016-06-24 13:18:15 +02:00
parent 6342b40bfd
commit cf8fff2b99
30 changed files with 69 additions and 64 deletions

View File

@@ -69,7 +69,7 @@ namespace OpenRA.Mods.Common.Activities
else
{
var damage = health.MaxHP * capturesInfo.SabotageHPRemoval / 100;
actor.InflictDamage(self, damage, null);
actor.InflictDamage(self, new Damage(damage));
}
self.Dispose();

View File

@@ -71,7 +71,7 @@ namespace OpenRA.Mods.Common.Activities
return this;
}
self.InflictDamage(self, -hpToRepair, null);
self.InflictDamage(self, new Damage(-hpToRepair));
foreach (var depot in host.TraitsImplementing<INotifyRepair>())
depot.Repairing(host, self);

View File

@@ -36,7 +36,7 @@ namespace OpenRA.Mods.Common.Activities
if (health.DamageState == DamageState.Undamaged)
return;
target.InflictDamage(self, -health.MaxHP, null);
target.InflictDamage(self, new Damage(-health.MaxHP));
}
}
}