make order queuing work for buildings and turreted units, too

This commit is contained in:
Bob
2010-11-14 15:48:02 +13:00
parent 7c146a9d5d
commit f8e6245903
16 changed files with 128 additions and 129 deletions

View File

@@ -32,9 +32,9 @@ namespace OpenRA.Mods.RA
charges = self.Info.Traits.Get<AttackTeslaInfo>().MaxCharges;
}
protected override bool CanAttack( Actor self )
protected override bool CanAttack( Actor self, Target target )
{
return base.CanAttack( self ) && ( charges > 0 );
return base.CanAttack( self, target ) && ( charges > 0 );
}
public override void Tick( Actor self )
@@ -53,9 +53,9 @@ namespace OpenRA.Mods.RA
Actor previousTarget;
public override int FireDelay( Actor self, AttackBaseInfo info )
public override int FireDelay( Actor self, Target target, AttackBaseInfo info )
{
return target.Actor == previousTarget ? 3 : base.FireDelay(self, info);
return target.Actor == previousTarget ? 3 : base.FireDelay(self, target, info);
}
public void Attacking(Actor self)