Rename remaining Stance references to PlayerRelationship.
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@@ -124,7 +124,7 @@ namespace OpenRA.Mods.Common.Activities
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foreach (var t in enterActor.TraitsImplementing<INotifyCapture>())
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t.OnCapture(enterActor, self, oldOwner, self.Owner, captures.Info.CaptureTypes);
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if (self.Owner.RelationshipWith(oldOwner).HasStance(captures.Info.PlayerExperienceRelationships))
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if (self.Owner.RelationshipWith(oldOwner).HasRelationship(captures.Info.PlayerExperienceRelationships))
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self.Owner.PlayerActor.TraitOrDefault<PlayerExperience>()?.GiveExperience(captures.Info.PlayerExperience);
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if (captures.Info.ConsumedByCapture)
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Activities
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// Make sure we can still repair the target before entering
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// (but not before, because this may stop the actor in the middle of nowhere)
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var stance = self.Owner.RelationshipWith(enterActor.Owner);
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if (enterHealth == null || enterHealth.DamageState == DamageState.Undamaged || enterEngineerRepariable == null || enterEngineerRepariable.IsTraitDisabled || !info.ValidRelationships.HasStance(stance))
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if (enterHealth == null || enterHealth.DamageState == DamageState.Undamaged || enterEngineerRepariable == null || enterEngineerRepariable.IsTraitDisabled || !info.ValidRelationships.HasRelationship(stance))
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{
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Cancel(self, true);
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return false;
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@@ -61,7 +61,7 @@ namespace OpenRA.Mods.Common.Activities
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return;
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var stance = self.Owner.RelationshipWith(enterActor.Owner);
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if (!info.ValidRelationships.HasStance(stance))
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if (!info.ValidRelationships.HasRelationship(stance))
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return;
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if (enterHealth.DamageState == DamageState.Undamaged)
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