putting that fail in one place.
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@@ -20,7 +20,7 @@ namespace OpenRa.Game.Traits
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() => (Util.QuantizeFacing(unit.Facing, 8)) * 6 + (int)(attack.primaryRecoil * 5.9f));
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() => (Util.QuantizeFacing(unit.Facing, 8)) * 6 + (int)(attack.primaryRecoil * 5.9f));
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anims.Add( "muzzle", new AnimationWithOffset(
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anims.Add( "muzzle", new AnimationWithOffset(
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muzzleFlash,
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muzzleFlash,
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() => new float2( self.Info.PrimaryOffset.ElementAtOrDefault( 2 ), self.Info.PrimaryOffset.ElementAtOrDefault( 3 ) ),
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() => self.Info.PrimaryOffset.AbsOffset(),
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() => attack.primaryRecoil <= 0 ) );
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() => attack.primaryRecoil <= 0 ) );
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}
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}
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}
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}
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@@ -110,10 +110,13 @@ namespace OpenRa.Game.Traits
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var bodyFacing = unit.Facing;
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var bodyFacing = unit.Facing;
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var quantizedFacing = QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs);
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var quantizedFacing = QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs);
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return (RotateVectorByFacing(new float2(offset[0], offset[1]), quantizedFacing, .7f) + GetRecoil(self, recoil))
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return (RotateVectorByFacing(offset.RelOffset(), quantizedFacing, .7f) + GetRecoil(self, recoil))
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+ new float2(offset.ElementAtOrDefault(2), offset.ElementAtOrDefault(3));
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+ offset.AbsOffset();
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}
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}
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public static float2 RelOffset(this int[] offset) { return new float2(offset[0], offset[1]); }
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public static float2 AbsOffset(this int[] offset) { return new float2(offset.ElementAtOrDefault(2), offset.ElementAtOrDefault(3)); }
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public static Tuple<Sprite, float2, int> Centered(Actor self, Sprite s, float2 location)
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public static Tuple<Sprite, float2, int> Centered(Actor self, Sprite s, float2 location)
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{
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{
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var pal = self.Owner == null ? 0 : self.Owner.Palette;
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var pal = self.Owner == null ? 0 : self.Owner.Palette;
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