minelayer limited ammo support
This commit is contained in:
@@ -11,7 +11,10 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
|
||||
{
|
||||
// todo: check for ammo
|
||||
var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
|
||||
if (limitedAmmo != null && !limitedAmmo.HasAmmo())
|
||||
return null;
|
||||
|
||||
if (mi.Button == MouseButton.Right && underCursor == self)
|
||||
return new Order("Deploy", self, null, int2.Zero, null);
|
||||
|
||||
@@ -22,7 +25,10 @@ namespace OpenRa.Game.Traits
|
||||
{
|
||||
if (order.OrderString == "Deploy")
|
||||
{
|
||||
// todo: check for and adjust ammo
|
||||
var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
|
||||
if (limitedAmmo != null)
|
||||
limitedAmmo.Attacking(self);
|
||||
|
||||
// todo: delay a bit?
|
||||
|
||||
Game.world.AddFrameEndTask(
|
||||
|
||||
Reference in New Issue
Block a user