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

@@ -39,11 +39,8 @@ namespace OpenRA.Mods.Common.Traits.Sound
public void Killed(Actor self, AttackInfo e)
{
var warhead = e.Warhead as DamageWarhead;
// If the warhead is null, the actor was killed by some non-standard means
if (info.DeathTypes.Count == 0 || (warhead != null && warhead.DamageTypes.Overlaps(info.DeathTypes)))
if (info.DeathTypes.Count == 0 || e.Damage.DamageTypes.Overlaps(info.DeathTypes))
self.PlayVoiceLocal(info.Voice, info.VolumeMultiplier);
}
}
}
}