Fixes: * Nuclear-purple color exploit. * #3247. * Removes a bunch of unnecessary color conversions every frame. Caveats: * The ramp range is now defined on the palette, so ramps can no longer be set per-player (may impact maps which define custom colors). * It's no longer possible to perfectly recreate the original WW color ramps (I doubt we care). * The old ColorRamp setting isn't migrated, so players will lose their color settings.
44 lines
1.1 KiB
C#
44 lines
1.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Effects;
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namespace OpenRA.Mods.RA.Activities
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{
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class DonateSupplies : Activity
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{
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Target target;
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int payload;
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public DonateSupplies(Actor target, int payload)
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{
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this.target = Target.FromActor(target);
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this.payload = payload;
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled || !target.IsValid)
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return NextActivity;
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var targetPlayer = target.Actor.Owner;
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targetPlayer.PlayerActor.Trait<PlayerResources>().GiveCash(payload);
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self.Destroy();
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if (self.Owner.IsAlliedWith(self.World.RenderPlayer))
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self.World.AddFrameEndTask(w => w.Add(new CashTick(payload, 30, 2, target.CenterLocation, targetPlayer.Color.RGB)));
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return this;
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}
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}
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}
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