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

@@ -129,7 +129,7 @@ namespace OpenRA.Mods.Common.Traits
// activePlayers won't cause IndexOutOfRange because we capped the max amount of players
// to the length of the array
self.InflictDamage(self, -(hpToRepair * Info.RepairBonuses[activePlayers - 1] / 100), null);
self.InflictDamage(self, new Damage(-(hpToRepair * Info.RepairBonuses[activePlayers - 1] / 100)));
if (health.DamageState == DamageState.Undamaged)
{