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

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)

View File

@@ -233,7 +233,7 @@ FREMEN:
Weapon: Slung
AttackFrontal:
RenderInfantry:
IdleAnimations: stand,stand2
IdleAnimations: stand
TakeCover:
Cloak:
InitialDelay: 250
@@ -265,7 +265,7 @@ GRENADIER:
AttackFrontal:
TakeCover:
RenderInfantry:
IdleAnimations: stand,stand2
IdleAnimations: stand
Explodes:
Weapon: UnitExplodeSmall
Chance: 100

View File

@@ -171,6 +171,7 @@
TargetableUnit:
TargetTypes: Ground
RenderInfantry:
TakeCover:
AutoTarget:
AttackMove:
Passenger:

View File

@@ -231,7 +231,7 @@ SARDAUKAR:
Range: 6c0
TakeCover:
RenderInfantry:
IdleAnimations: stand,stand2
IdleAnimations: stand
Armament@PRIMARY:
Weapon: Vulcan
Armament@SECONDARY:

View File

@@ -20,7 +20,7 @@ RIFLE:
AttackFrontal:
TakeCover:
RenderInfantry:
IdleAnimations: stand,stand2
IdleAnimations: stand
ENGINEER:
Inherits: ^Infantry
@@ -72,7 +72,7 @@ BAZOOKA:
AttackFrontal:
TakeCover:
RenderInfantry:
IdleAnimations: stand,stand2
IdleAnimations: stand
MEDIC:
Inherits: ^Infantry

View File

@@ -3,14 +3,6 @@ rifle:
Start: 206
Facings: -8
Transpose: true
stand2: DATA
Start: 206
Facings: -8
Transpose: true
stand3: DATA
Start: 206
Facings: -8
Transpose: true
run: DATA
Start: 214
Length: 6
@@ -142,10 +134,6 @@ engineer:
Start: 1166
Facings: -8
Transpose: true
stand2: DATA
Start: 1166
Facings: -8
Transpose: true
run: DATA
Start: 1174
Length: 6
@@ -182,10 +170,6 @@ medic: # actually thumper
Start: 1402
Facings: -8
Transpose: true
stand2: DATA
Start: 1402
Facings: -8
Transpose: true
run: DATA
Start: 1410
Length: 6
@@ -242,10 +226,6 @@ fremen:
Start: 694
Facings: -8
Transpose: true
stand2: DATA
Start: 694
Facings: -8
Transpose: true
run: DATA
Start: 702
Length: 6
@@ -309,14 +289,6 @@ saboteur:
Start: 2149
Facings: -8
Transpose: true
stand2: DATA
Start: 2149
Facings: -8
Transpose: true
stand3: DATA
Start: 2149
Facings: -8
Transpose: true
run: DATA
Start: 2157
Length: 6
@@ -370,10 +342,6 @@ sardaukar:
Start: 930
Facings: -8
Transpose: true
stand2: DATA
Start: 930
Facings: -8
Transpose: true
run: DATA
Start: 938
Length: 6
@@ -436,9 +404,6 @@ grenadier: # 2502 - 2749 in 1.06 DATA.R8
stand:
Start: 0
Facings: 8
stand2:
Start: 8
Facings: 8
idle:
Start: 203
Length: 16