diff --git a/OpenRA.Mods.RA/Cloak.cs b/OpenRA.Mods.RA/Cloak.cs index 95554b00ff..53c98e142c 100644 --- a/OpenRA.Mods.RA/Cloak.cs +++ b/OpenRA.Mods.RA/Cloak.cs @@ -19,13 +19,14 @@ namespace OpenRA.Mods.RA { public class CloakInfo : ITraitInfo { - public int InitialDelay = 10; // Ticks - public int CloakDelay = 30; // Ticks - public string CloakSound = "subshow1.aud"; - public string UncloakSound = "subshow1.aud"; - public readonly string Palette = "cloak"; + public readonly int InitialDelay = 10; // Ticks + public readonly int CloakDelay = 30; // Ticks public readonly bool UncloakOnMove = false; + public readonly string CloakSound = "subshow1.aud"; + public readonly string UncloakSound = "subshow1.aud"; + public readonly string Palette = "cloak"; + public object Create(ActorInitializer init) { return new Cloak(init.self, this); } } @@ -62,8 +63,9 @@ namespace OpenRA.Mods.RA public void DamageStateChanged(Actor self, AttackInfo e) { - canCloak = (e.DamageState < DamageState.Critical); - if (!canCloak) Uncloak(); + canCloak = e.DamageState < DamageState.Critical; + if (!canCloak) + Uncloak(); } public IEnumerable ModifyRender(Actor self, WorldRenderer wr, IEnumerable r) @@ -98,9 +100,9 @@ namespace OpenRA.Mods.RA } } - public bool IsVisible(Actor self, Player byPlayer) + public bool IsVisible(Actor self, Player viewer) { - if (!Cloaked || self.Owner.IsAlliedWith(byPlayer)) + if (!Cloaked || self.Owner.IsAlliedWith(viewer)) return true; // TODO: Change this to be per-player? A cloak detector revealing to everyone is dumb