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

@@ -10,6 +10,7 @@
#endregion
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
@@ -28,7 +29,7 @@ namespace OpenRA.Mods.Common.Traits
{
foreach (var healable in collector.World.ActorsWithTrait<Health>().Where(tp => tp.Actor.Owner == collector.Owner))
if (!healable.Trait.IsDead)
healable.Trait.InflictDamage(healable.Actor, healable.Actor, -(healable.Trait.MaxHP - healable.Trait.HP), null, true);
healable.Trait.InflictDamage(healable.Actor, healable.Actor, new Damage(-(healable.Trait.MaxHP - healable.Trait.HP)), true);
base.Activate(collector);
}