Split facing into its own interface; fix husks

This commit is contained in:
Paul Chote
2010-07-31 23:38:36 +12:00
parent 207ee49da3
commit d29e3f3f0e
29 changed files with 81 additions and 90 deletions

View File

@@ -23,7 +23,7 @@ namespace OpenRA.Mods.RA.Render
public RenderUnitTurreted(Actor self)
: base(self)
{
var move = self.traits.Get<IMove>();
var facing = self.traits.Get<IFacing>();
var turreted = self.traits.Get<Turreted>();
var attack = self.traits.GetOrDefault<AttackBase>();
var attackInfo = self.Info.Traits.Get<AttackBaseInfo>();
@@ -36,7 +36,7 @@ namespace OpenRA.Mods.RA.Render
var turret = attack.Turrets[i];
anims.Add( "turret_{0}".F(i),
new AnimationWithOffset( turretAnim,
() => Combat.GetTurretPosition( self, move, turret ),
() => Combat.GetTurretPosition( self, facing, turret ),
null) { ZOffset = 1 });
if (attackInfo.MuzzleFlash)
@@ -46,7 +46,7 @@ namespace OpenRA.Mods.RA.Render
() => (int)(turret.Recoil * 5.9f)); /* hack: dumb crap */
anims.Add("muzzle_flash_{0}".F(i),
new AnimationWithOffset(muzzleFlash,
() => Combat.GetTurretPosition(self, move, turret),
() => Combat.GetTurretPosition(self, facing, turret),
() => turret.Recoil <= 0));
}
}