Use NormalizeSequence in RenderBuildingWall.

This commit is contained in:
Paul Chote
2013-06-20 21:48:00 +12:00
parent 5084b30f3f
commit fc33c56d61

View File

@@ -37,16 +37,7 @@ namespace OpenRA.Mods.RA.Render
public override void DamageStateChanged(Actor self, AttackInfo e) public override void DamageStateChanged(Actor self, AttackInfo e)
{ {
if (e.DamageState == DamageState.Medium && anim.HasSequence("scratched-idle")) anim.PlayFetchIndex(NormalizeSequence(anim, e.DamageState, "idle"), () => adjacentWalls);
seqName = "scratched-idle";
else if (e.DamageState <= DamageState.Medium)
seqName = "idle";
else if (e.DamageState == DamageState.Critical && anim.HasSequence("critical-idle"))
seqName = "critical-idle";
else if (e.DamageState <= DamageState.Critical)
seqName = "damaged-idle";
anim.PlayFetchIndex(seqName, () => adjacentWalls);
} }
bool hasTicked = false; bool hasTicked = false;