removed the BS handling of supportpower sounds

This commit is contained in:
Chris Forbes
2010-04-10 14:29:46 +12:00
parent 4a15215e2a
commit f01bb9b767
5 changed files with 3 additions and 13 deletions

View File

@@ -86,6 +86,7 @@ namespace OpenRA.Traits
if (RemainingTime > 0) --RemainingTime; if (RemainingTime > 0) --RemainingTime;
if (!notifiedCharging) if (!notifiedCharging)
{ {
Sound.PlayToPlayer(Owner, Info.BeginChargeSound);
OnBeginCharging(); OnBeginCharging();
notifiedCharging = true; notifiedCharging = true;
} }
@@ -94,6 +95,7 @@ namespace OpenRA.Traits
if (RemainingTime == 0 if (RemainingTime == 0
&& !notifiedReady) && !notifiedReady)
{ {
Sound.PlayToPlayer(Owner, Info.EndChargeSound);
OnFinishCharging(); OnFinishCharging();
notifiedReady = true; notifiedReady = true;
} }
@@ -150,6 +152,7 @@ namespace OpenRA.Traits
return; return;
} }
Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
OnActivate(); OnActivate();
} }
} }

View File

@@ -37,11 +37,8 @@ namespace OpenRA.Mods.Cnc
protected override void OnActivate() protected override void OnActivate()
{ {
Game.controller.orderGenerator = new GenericSelectTarget(Owner.PlayerActor, "Airstrike", "ability"); Game.controller.orderGenerator = new GenericSelectTarget(Owner.PlayerActor, "Airstrike", "ability");
Sound.Play(Info.SelectTargetSound);
} }
protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
public void ResolveOrder(Actor self, Order order) public void ResolveOrder(Actor self, Order order)
{ {
if (order.OrderString == "Airstrike") if (order.OrderString == "Airstrike")

View File

@@ -52,14 +52,10 @@ namespace OpenRA.Mods.Cnc
} }
} }
protected override void OnBeginCharging() { Sound.PlayToPlayer(Owner, Info.BeginChargeSound); }
protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
protected override void OnActivate() protected override void OnActivate()
{ {
Game.controller.orderGenerator = Game.controller.orderGenerator =
new GenericSelectTargetWithBuilding<IonControl>(Owner.PlayerActor, "IonCannon", "ability"); new GenericSelectTargetWithBuilding<IonControl>(Owner.PlayerActor, "IonCannon", "ability");
Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
} }
} }

View File

@@ -35,13 +35,10 @@ namespace OpenRA.Mods.RA
{ {
public ParatroopersPower(Actor self, ParatroopersPowerInfo info) : base(self, info) { } public ParatroopersPower(Actor self, ParatroopersPowerInfo info) : base(self, info) { }
protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
protected override void OnActivate() protected override void OnActivate()
{ {
Game.controller.orderGenerator = Game.controller.orderGenerator =
new GenericSelectTarget( Owner.PlayerActor, "ParatroopersActivate", "ability" ); new GenericSelectTarget( Owner.PlayerActor, "ParatroopersActivate", "ability" );
Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
} }
public void ResolveOrder(Actor self, Order order) public void ResolveOrder(Actor self, Order order)

View File

@@ -36,13 +36,10 @@ namespace OpenRA.Mods.RA.SupportPowers
{ {
public NukePower(Actor self, NukePowerInfo info) : base(self, info) { } public NukePower(Actor self, NukePowerInfo info) : base(self, info) { }
protected override void OnBeginCharging() { Sound.PlayToPlayer(Owner, Info.BeginChargeSound); }
protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
protected override void OnActivate() protected override void OnActivate()
{ {
Game.controller.orderGenerator = Game.controller.orderGenerator =
new GenericSelectTargetWithBuilding<NukeSilo>(Owner.PlayerActor, "NuclearMissile", "nuke"); new GenericSelectTargetWithBuilding<NukeSilo>(Owner.PlayerActor, "NuclearMissile", "nuke");
Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
} }
public void ResolveOrder(Actor self, Order order) public void ResolveOrder(Actor self, Order order)