RMBO voices on build and kill.
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@@ -87,20 +87,27 @@ namespace OpenRA.Traits
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damage = (int)(damage * modifier);
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hp -= damage;
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foreach (var nd in self.TraitsImplementing<INotifyDamage>().Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyDamage>()))
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nd.Damaged(self, new AttackInfo
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{
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Attacker = attacker,
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Damage = damage,
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DamageState = this.DamageState,
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PreviousDamageState = oldState,
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DamageStateChanged = this.DamageState != oldState,
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Warhead = warhead,
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PreviousHealth = hp + damage < 0 ? 0 : hp + damage,
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Health = hp
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});
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var ai = new AttackInfo
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{
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Attacker = attacker,
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Damage = damage,
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DamageState = this.DamageState,
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PreviousDamageState = oldState,
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DamageStateChanged = this.DamageState != oldState,
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Warhead = warhead,
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PreviousHealth = hp + damage < 0 ? 0 : hp + damage,
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Health = hp
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};
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foreach (var nd in self.TraitsImplementing<INotifyDamage>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyDamage>()))
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nd.Damaged(self, ai);
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if (attacker != null && attacker.IsInWorld && !attacker.IsDead())
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foreach (var nd in attacker.TraitsImplementing<INotifyAppliedDamage>()
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.Concat(attacker.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>()))
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nd.AppliedDamage(attacker, self, ai);
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if (hp <= 0)
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{
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hp = 0;
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@@ -58,6 +58,7 @@ namespace OpenRA.Traits
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public interface ICustomUnitOrderGenerator : IOrderGenerator {};
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public interface INotifySold { void Selling( Actor self ); void Sold( Actor self ); }
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public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
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public interface INotifyAppliedDamage { void AppliedDamage(Actor self, Actor damaged, AttackInfo e); }
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public interface INotifyBuildComplete { void BuildingComplete(Actor self); }
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public interface INotifyProduction { void UnitProduced(Actor self, Actor other, int2 exit); }
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public interface INotifyCapture { void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner); }
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