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

@@ -116,14 +116,14 @@ namespace OpenRA.Mods.Common.Traits
public void Damaged(Actor self, AttackInfo e)
{
if (devMode == null || !devMode.ShowCombatGeometry || e.Damage == 0)
if (devMode == null || !devMode.ShowCombatGeometry || e.Damage.Value == 0)
return;
if (healthInfo == null)
return;
var maxHP = healthInfo.HP > 0 ? healthInfo.HP : 1;
var damageText = "{0} ({1}%)".F(-e.Damage, e.Damage * 100 / maxHP);
var damageText = "{0} ({1}%)".F(-e.Damage.Value, e.Damage.Value * 100 / maxHP);
self.World.AddFrameEndTask(w => w.Add(new FloatingText(self.CenterPosition, e.Attacker.Owner.Color.RGB, damageText, 30)));
}