Rename SelfReloads to AutoReloads

This commit is contained in:
reaperrr
2017-11-12 00:49:15 +01:00
committed by Paul Chote
parent 18c371d702
commit d602ec6485
8 changed files with 14 additions and 15 deletions

View File

@@ -22,7 +22,7 @@ namespace OpenRA.Mods.Common.Activities
readonly Aircraft aircraft;
readonly AttackPlane attackPlane;
readonly bool selfReloads;
readonly bool autoReloads;
int ticksUntilTurn;
public FlyAttack(Actor self, Target target)
@@ -31,7 +31,7 @@ namespace OpenRA.Mods.Common.Activities
aircraft = self.Trait<Aircraft>();
attackPlane = self.TraitOrDefault<AttackPlane>();
ticksUntilTurn = attackPlane.AttackPlaneInfo.AttackTurnDelay;
selfReloads = self.TraitsImplementing<AmmoPool>().All(p => p.SelfReloads);
autoReloads = self.TraitsImplementing<AmmoPool>().All(p => p.AutoReloads);
}
public override Activity Tick(Actor self)
@@ -47,7 +47,7 @@ namespace OpenRA.Mods.Common.Activities
return NextActivity;
// If all valid weapons have depleted their ammo and RearmBuilding is defined, return to RearmBuilding to reload and then resume the activity
if (!selfReloads && aircraft.Info.RearmBuildings.Any() && attackPlane.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
if (!autoReloads && aircraft.Info.RearmBuildings.Any() && attackPlane.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
return ActivityUtils.SequenceActivities(new ReturnToBase(self, aircraft.Info.AbortOnResupply), this);
if (attackPlane != null)