Fix Cloak style nits.

This commit is contained in:
Paul Chote
2013-08-18 14:29:38 +12:00
parent e4d66b3d7a
commit e5e9ff95d0

View File

@@ -19,13 +19,14 @@ namespace OpenRA.Mods.RA
{ {
public class CloakInfo : ITraitInfo public class CloakInfo : ITraitInfo
{ {
public int InitialDelay = 10; // Ticks public readonly int InitialDelay = 10; // Ticks
public int CloakDelay = 30; // Ticks public readonly int CloakDelay = 30; // Ticks
public string CloakSound = "subshow1.aud";
public string UncloakSound = "subshow1.aud";
public readonly string Palette = "cloak";
public readonly bool UncloakOnMove = false; 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); } 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) public void DamageStateChanged(Actor self, AttackInfo e)
{ {
canCloak = (e.DamageState < DamageState.Critical); canCloak = e.DamageState < DamageState.Critical;
if (!canCloak) Uncloak(); if (!canCloak)
Uncloak();
} }
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r) public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> 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; return true;
// TODO: Change this to be per-player? A cloak detector revealing to everyone is dumb // TODO: Change this to be per-player? A cloak detector revealing to everyone is dumb