Merge pull request #6331 from Mailaender/infantry-noidle-fix

Fixed Dune 2000 infantry not showing the waiting animation when ordered to stop firing
This commit is contained in:
Paul Chote
2014-09-06 09:30:55 +12:00
7 changed files with 16 additions and 43 deletions

View File

@@ -142,13 +142,18 @@ namespace OpenRA.Mods.RA.Render
if (DefaultAnimation.HasSequence(idleSequence))
{
state = AnimationState.IdleAnimating;
DefaultAnimation.PlayThen(idleSequence, () =>
DefaultAnimation.PlayThen(idleSequence, () =>
{
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)));
state = AnimationState.Waiting;
});
}
}
else
{
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)));
state = AnimationState.Waiting;
}
}
// TODO: Possibly move this into a separate trait
@@ -161,7 +166,7 @@ namespace OpenRA.Mods.RA.Render
if (info.SpawnsCorpse)
{
SpawnCorpse(self, info.DeathAnimationPrefix + (e.Warhead.DeathType));
}
}
}
public void SpawnCorpse(Actor self, string sequence)

View File

@@ -24,6 +24,8 @@ namespace OpenRA.Mods.RA
public readonly WVec ProneOffset = new WVec(85, 0, -171);
public readonly string ProneSequencePrefix = "prone-";
public override object Create(ActorInitializer init) { return new TakeCover(init, this); }
}
@@ -34,7 +36,7 @@ namespace OpenRA.Mods.RA
bool isProne { get { return remainingProneTime > 0; } }
public bool IsModifyingSequence { get { return isProne; } }
public string SequencePrefix { get { return "prone-"; } }
public string SequencePrefix { get { return info.ProneSequencePrefix ; } }
public TakeCover(ActorInitializer init, TakeCoverInfo info)
: base(init, info)