don't hard-code sounds for one mod to avoid confusion

This commit is contained in:
Matthias Mailänder
2014-08-30 10:32:57 +02:00
parent fb1a33da1d
commit db1e9b9c24
4 changed files with 7 additions and 3 deletions

View File

@@ -17,7 +17,7 @@ namespace OpenRA.Mods.RA
{
class CrushableInfantryInfo : ITraitInfo, Requires<MobileInfo>, Requires<RenderInfantryInfo>
{
public readonly string CrushSound = "squish2.aud";
public readonly string CrushSound = null;
public readonly string CorpseSequence = "die-crushed";
public readonly string[] CrushClasses = { "infantry" };
public readonly int WarnProbability = 75;

View File

@@ -20,11 +20,11 @@ namespace OpenRA.Mods.RA
[Desc("If we land on invalid terrain for my actor type should we be killed?")]
public readonly bool KilledOnImpassableTerrain = true;
public readonly string GroundImpactSound = "squish2.aud";
public readonly string GroundImpactSound = null;
public readonly string GroundCorpseSequence = "corpse";
public readonly string GroundCorpsePalette = "effect";
public readonly string WaterImpactSound = "splash9.aud";
public readonly string WaterImpactSound = null;
public readonly string WaterCorpseSequence = "small_splash";
public readonly string WaterCorpsePalette = "effect";

View File

@@ -166,6 +166,7 @@
Probability: 10
CrushableInfantry:
WarnProbability: 67
CrushSound: squish2.aud
CombatDebugOverlay:
Guard:
Guardable:
@@ -220,6 +221,7 @@
NotifyAll: true
ScaredyCat:
CrushableInfantry:
CrushSound: squish2.aud
^DINO:
AppearsOnRadar:

View File

@@ -182,6 +182,8 @@
KilledOnImpassableTerrain: true
ParachuteSequence: parach
ShadowSequence: parach-shadow
GroundImpactSound: squishy2.aud
WaterImpactSound: splash9.aud
Cloneable:
Types: Infantry
GainsStatUpgrades: