Rename LeavesHusk to SpawnActorOnDeath
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@@ -110,7 +110,7 @@
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<Compile Include="Traits\SupportPowers\ChronoshiftPower.cs" />
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<Compile Include="Traits\SupportPowers\GpsPower.cs" />
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<Compile Include="Traits\SupportPowers\ParatroopersPower.cs" />
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<Compile Include="Traits\LeavesHusk.cs" />
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<Compile Include="Traits\SpawnActorOnDeath.cs" />
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<Compile Include="Traits\TargetableSubmarine.cs" />
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<Compile Include="Scripting\Properties\ChronosphereProperties.cs" />
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<Compile Include="Scripting\Properties\ParadropProperties.cs" />
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@@ -19,7 +19,7 @@ namespace OpenRA.Mods.RA.Traits
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public enum OwnerType { Victim, Killer, InternalName }
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[Desc("Spawn another actor immediately upon death.")]
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public class LeavesHuskInfo : ITraitInfo
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public class SpawnActorOnDeathInfo : ITraitInfo
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{
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[ActorReference, FieldLoader.Require]
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[Desc("Actor to spawn on death.")]
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@@ -42,15 +42,15 @@ namespace OpenRA.Mods.RA.Traits
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[Desc("Skips the husk actor's make animations if true.")]
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public readonly bool SkipMakeAnimations = true;
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public object Create(ActorInitializer init) { return new LeavesHusk(init, this); }
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public object Create(ActorInitializer init) { return new SpawnActorOnDeath(init, this); }
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}
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public class LeavesHusk : INotifyKilled
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public class SpawnActorOnDeath : INotifyKilled
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{
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readonly LeavesHuskInfo info;
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readonly SpawnActorOnDeathInfo info;
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readonly string race;
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public LeavesHusk(ActorInitializer init, LeavesHuskInfo info)
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public SpawnActorOnDeath(ActorInitializer init, SpawnActorOnDeathInfo info)
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{
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this.info = info;
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