Campaign: Don't rely on world.issueorder anymore

This commit is contained in:
Scott_NZ
2013-01-20 18:17:33 +13:00
parent 63241dbf69
commit dfc4b07b1a
3 changed files with 3 additions and 18 deletions

View File

@@ -299,16 +299,7 @@ namespace OpenRA.Mods.RA.Missions
{
foreach (var actor in world.Actors.Where(a => a.IsInWorld && a.Owner == allies && !a.IsDead()))
{
var at = actor.TraitOrDefault<AutoTarget>();
if (at != null)
{
at.predictedStance = UnitStance.Defend;
}
var order = new Order("SetUnitStance", actor, false) { TargetLocation = new CPos((int)UnitStance.Defend, 0) };
if (Game.IsHost)
{
world.IssueOrder(order);
}
actor.Trait<AutoTarget>().stance = UnitStance.Defend;
}
}

View File

@@ -402,10 +402,7 @@ namespace OpenRA.Mods.RA.Missions
{
return;
}
if (Game.IsHost)
{
world.IssueOrder(Order.StartProduction(queue.self, unit, 1));
}
queue.ResolveOrder(queue.self, Order.StartProduction(queue.self, unit, 1));
}
void SpawnSignalFlare()

View File

@@ -278,10 +278,7 @@ namespace OpenRA.Mods.RA.Missions
{
return;
}
if (Game.IsHost)
{
world.IssueOrder(Order.StartProduction(queue.self, YakName, 1));
}
queue.ResolveOrder(queue.self, Order.StartProduction(queue.self, YakName, 1));
}
IEnumerable<Actor> SovietAircraft()