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