burst fire works
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@@ -11,9 +11,19 @@ namespace OpenRa.Game.Traits
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protected int primaryFireDelay = 0;
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protected int primaryFireDelay = 0;
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protected int secondaryFireDelay = 0;
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protected int secondaryFireDelay = 0;
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int primaryBurst;
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int secondaryBurst;
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public float primaryRecoil = 0.0f, secondaryRecoil = 0.0f;
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public float primaryRecoil = 0.0f, secondaryRecoil = 0.0f;
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public AttackBase(Actor self) { }
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public AttackBase(Actor self)
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{
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var primaryWeapon = self.Info.Primary != null ? Rules.WeaponInfo[self.Info.Primary] : null;
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var secondaryWeapon = self.Info.Secondary != null ? Rules.WeaponInfo[self.Info.Secondary] : null;
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primaryBurst = primaryWeapon != null ? primaryWeapon.Burst : 1;
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secondaryBurst = secondaryWeapon != null ? secondaryWeapon.Burst : 1;
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}
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protected bool CanAttack(Actor self)
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protected bool CanAttack(Actor self)
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{
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{
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@@ -41,7 +51,7 @@ namespace OpenRa.Game.Traits
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var unit = self.traits.GetOrDefault<Unit>();
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var unit = self.traits.GetOrDefault<Unit>();
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if (self.Info.Primary != null && CheckFire(self, unit, self.Info.Primary, ref primaryFireDelay,
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if (self.Info.Primary != null && CheckFire(self, unit, self.Info.Primary, ref primaryFireDelay,
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self.Info.PrimaryOffset))
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self.Info.PrimaryOffset, ref primaryBurst))
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{
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{
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secondaryFireDelay = Math.Max(4, secondaryFireDelay);
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secondaryFireDelay = Math.Max(4, secondaryFireDelay);
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primaryRecoil = 1;
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primaryRecoil = 1;
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@@ -49,7 +59,7 @@ namespace OpenRa.Game.Traits
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}
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}
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if (self.Info.Secondary != null && CheckFire(self, unit, self.Info.Secondary, ref secondaryFireDelay,
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if (self.Info.Secondary != null && CheckFire(self, unit, self.Info.Secondary, ref secondaryFireDelay,
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self.Info.SecondaryOffset ?? self.Info.PrimaryOffset))
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self.Info.SecondaryOffset ?? self.Info.PrimaryOffset, ref secondaryBurst))
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{
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{
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if (self.Info.SecondaryOffset != null) secondaryRecoil = 1;
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if (self.Info.SecondaryOffset != null) secondaryRecoil = 1;
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else primaryRecoil = 1;
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else primaryRecoil = 1;
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@@ -57,7 +67,7 @@ namespace OpenRa.Game.Traits
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}
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}
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}
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}
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bool CheckFire(Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset)
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bool CheckFire(Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset, ref int burst)
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{
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{
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if (fireDelay > 0) return false;
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if (fireDelay > 0) return false;
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var weapon = Rules.WeaponInfo[weaponName];
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var weapon = Rules.WeaponInfo[weaponName];
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@@ -65,7 +75,14 @@ namespace OpenRa.Game.Traits
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if (!Combat.WeaponValidForTarget(weapon, target)) return false;
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if (!Combat.WeaponValidForTarget(weapon, target)) return false;
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fireDelay = weapon.ROF;
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if (--burst > 0)
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fireDelay = 5;
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else
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{
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fireDelay = weapon.ROF;
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burst = weapon.Burst;
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}
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var projectile = Rules.ProjectileInfo[weapon.Projectile];
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var projectile = Rules.ProjectileInfo[weapon.Projectile];
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var firePos = self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, offset, 0f).ToInt2();
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var firePos = self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, offset, 0f).ToInt2();
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