remove dead crap from ShroudRenderer

This commit is contained in:
Chris Forbes
2010-03-30 18:57:56 +13:00
parent e0ff264a7e
commit d211056082
3 changed files with 0 additions and 12 deletions

View File

@@ -117,11 +117,6 @@ namespace OpenRA
world = new World();
Game.world.ActorAdded += a =>
{
if (a.Owner != null && a.Info.Traits.Contains<OwnedActorInfo>())
a.Owner.Shroud.Explore(a);
};
Timer.Time( "world: {0}" );
SequenceProvider.Initialize(manifest.Sequences);

View File

@@ -61,9 +61,6 @@ namespace OpenRA
public bool DisplayOnRadar(int x, int y) { return IsExplored(x, y); }
public void Explore(World w, int2 center, int range) { dirty = true; }
public void Explore(Actor a) { if (a.Owner == a.World.LocalPlayer) dirty = true; }
static readonly byte[][] SpecialShroudTiles =
{
new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 },

View File

@@ -52,11 +52,7 @@ namespace OpenRA.Traits
{
self.World.WorldActor.traits.Get<UnitInfluence>().Remove(self, this);
self.Location = value;
self.World.WorldActor.traits.Get<Shroud>().UpdateActor(self);
// todo: dies
self.Owner.Shroud.Explore(self);
}
self.World.WorldActor.traits.Get<UnitInfluence>().Add(self, this);
}