Remove hardcoded buildComplete delay in some overlays

There certainly was and possibly still is some issue this was trying to
work around, but unless it's a deal-breaker, we should rather try to fix that
issue directly instead of keeping some uncommented magical work-around.
This commit is contained in:
reaperrr
2016-10-25 18:27:05 +02:00
parent 6b29d70520
commit e8027a6fdf
3 changed files with 3 additions and 6 deletions

View File

@@ -67,8 +67,7 @@ namespace OpenRA.Mods.Common.Traits.Render
void INotifyBuildComplete.BuildingComplete(Actor self) void INotifyBuildComplete.BuildingComplete(Actor self)
{ {
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () => buildComplete = true;
buildComplete = true)));
} }
void INotifySold.Sold(Actor self) { } void INotifySold.Sold(Actor self) { }

View File

@@ -61,8 +61,7 @@ namespace OpenRA.Mods.Common.Traits.Render
void INotifyBuildComplete.BuildingComplete(Actor self) void INotifyBuildComplete.BuildingComplete(Actor self)
{ {
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () => buildComplete = true;
buildComplete = true)));
} }
void INotifySold.Sold(Actor self) { } void INotifySold.Sold(Actor self) { }

View File

@@ -71,8 +71,7 @@ namespace OpenRA.Mods.D2k.Traits.Render
void INotifyBuildComplete.BuildingComplete(Actor self) void INotifyBuildComplete.BuildingComplete(Actor self)
{ {
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () => buildComplete = true;
buildComplete = true)));
} }
void INotifySold.Sold(Actor self) { } void INotifySold.Sold(Actor self) { }