Remove legacy building lock calls.

This has been superseded by conditions.
This commit is contained in:
Paul Chote
2018-09-29 22:28:38 +01:00
committed by abcdefg30
parent 50423b13fb
commit d97a2a5fa0

View File

@@ -20,7 +20,6 @@ namespace OpenRA.Mods.Common.Activities
public class CaptureActor : Enter
{
readonly Actor actor;
readonly Building building;
readonly CaptureManager targetManager;
readonly CaptureManager manager;
@@ -28,7 +27,6 @@ namespace OpenRA.Mods.Common.Activities
: base(self, target, EnterBehaviour.Dispose)
{
actor = target;
building = actor.TraitOrDefault<Building>();
manager = self.Trait<CaptureManager>();
targetManager = target.Trait<CaptureManager>();
}
@@ -72,14 +70,8 @@ namespace OpenRA.Mods.Common.Activities
void DoCapture(Actor self, Captures captures)
{
if (building != null && !building.Lock())
return;
self.World.AddFrameEndTask(w =>
{
if (building != null && building.Locked)
building.Unlock();
// Sabotage instead of capture
if (captures.Info.SabotageThreshold > 0 && !actor.Owner.NonCombatant)
{
@@ -106,9 +98,6 @@ namespace OpenRA.Mods.Common.Activities
foreach (var t in actor.TraitsImplementing<INotifyCapture>())
t.OnCapture(actor, self, oldOwner, self.Owner);
if (building != null && building.Locked)
building.Unlock();
if (self.Owner.Stances[oldOwner].HasStance(captures.Info.PlayerExperienceStances))
{
var exp = self.Owner.PlayerActor.TraitOrDefault<PlayerExperience>();