From ef92e004c0fd698f701716a8cc5eb87248a81c60 Mon Sep 17 00:00:00 2001 From: Chris Forbes Date: Fri, 30 Jul 2010 18:48:59 +1200 Subject: [PATCH] set the correct template on destroying long bridges --- OpenRA.Mods.RA/Bridge.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/OpenRA.Mods.RA/Bridge.cs b/OpenRA.Mods.RA/Bridge.cs index 0d0c0346f5..ded089bfa2 100644 --- a/OpenRA.Mods.RA/Bridge.cs +++ b/OpenRA.Mods.RA/Bridge.cs @@ -171,10 +171,6 @@ namespace OpenRA.Mods.RA currentTemplate = (ds == DamageState.Half && Info.DamagedTemplate > 0) ? Info.DamagedTemplate : (ds == DamageState.Dead && Info.DestroyedTemplate > 0) ? Info.DestroyedTemplate : Info.Template; - // Update map - foreach (var c in TileSprites[currentTemplate].Keys) - self.World.Map.CustomTerrain[c.X, c.Y] = GetTerrainType(c); - if (Info.Long && ds == DamageState.Dead) { // Long bridges have custom art for multiple segments being destroyed @@ -194,6 +190,10 @@ namespace OpenRA.Mods.RA dead = true; KillUnitsOnBridge(); } + + // Update map + foreach (var c in TileSprites[currentTemplate].Keys) + self.World.Map.CustomTerrain[c.X, c.Y] = GetTerrainType(c); } public void Damaged(Actor self, AttackInfo e)