Allow to play different sound when building new structure and when repairing existing structure
Entities have different sound entries for build and repair orders in templates but currently only one is used. This patch is using build order for foundations and repair order for anything else. Also playing correctly order_build when placing new construction. Differential Revision: https://code.wildfiregames.com/D2276 Fixes: #5374 Reviewed by: @Freagarach This was SVN commit r23221.
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@ -310,7 +310,7 @@ function tryPlaceBuilding(queued)
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"autocontinue": true,
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"queued": queued
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});
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Engine.GuiInterfaceCall("PlaySound", { "name": "order_repair", "entity": selection[0] });
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Engine.GuiInterfaceCall("PlaySound", { "name": "order_build", "entity": selection[0] });
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if (!queued)
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placementSupport.Reset();
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@ -367,7 +367,7 @@ function tryPlaceWall(queued)
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if (hasWallSegment)
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{
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Engine.PostNetworkCommand(cmd);
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Engine.GuiInterfaceCall("PlaySound", { "name": "order_repair", "entity": selection[0] });
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Engine.GuiInterfaceCall("PlaySound", { "name": "order_build", "entity": selection[0] });
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}
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return true;
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@ -351,7 +351,7 @@ var g_UnitActions =
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});
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Engine.GuiInterfaceCall("PlaySound", {
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"name": "order_repair",
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"name": action.foundation ? "order_build" : "order_repair",
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"entity": selection[0]
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});
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@ -364,18 +364,23 @@ var g_UnitActions =
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!playerCheck(entState, targetState, ["Player", "Ally"]))
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return false;
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return { "possible": true };
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return {
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"possible": true,
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"foundation": targetState.foundation
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};
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},
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"preSelectedActionCheck": function(target, selection)
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{
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if (preSelectedAction != ACTION_REPAIR)
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return false;
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if (getActionInfo("repair", target, selection).possible)
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let actionInfo = getActionInfo("repair", target, selection);
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if (actionInfo.possible)
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return {
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"type": "repair",
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"cursor": "action-repair",
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"target": target
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"target": target,
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"foundation": actionInfo.foundation
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};
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return {
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@ -386,25 +391,29 @@ var g_UnitActions =
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},
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"hotkeyActionCheck": function(target, selection)
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{
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let actionInfo = getActionInfo("repair", target, selection);
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if (!Engine.HotkeyIsPressed("session.repair") ||
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!getActionInfo("repair", target, selection).possible)
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!actionInfo.possible)
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return false;
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return {
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"type": "repair",
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"cursor": "action-repair",
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"target": target
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"target": target,
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"foundation": actionInfo.foundation
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};
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},
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"actionCheck": function(target, selection)
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{
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if (!getActionInfo("repair", target, selection).possible)
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let actionInfo = getActionInfo("repair", target, selection);
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if (!actionInfo.possible)
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return false;
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return {
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"type": "repair",
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"cursor": "action-repair",
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"target": target
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"target": target,
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"foundation": actionInfo.foundation
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};
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},
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"specificness": 11,
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@ -106,6 +106,7 @@
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<order_attack>voice/{lang}/civ/civ_{phenotype}_attack.xml</order_attack>
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<order_gather>voice/{lang}/civ/civ_{phenotype}_gather.xml</order_gather>
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<order_repair>voice/{lang}/civ/civ_{phenotype}_repair.xml</order_repair>
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<order_build>voice/{lang}/civ/civ_{phenotype}_build.xml</order_build>
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<order_garrison>voice/{lang}/civ/civ_{phenotype}_garrison.xml</order_garrison>
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<walk>actor/human/movement/walk.xml</walk>
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<run>actor/human/movement/run.xml</run>
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@ -69,6 +69,7 @@
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<order_walk>voice/{lang}/civ/civ_{phenotype}_walk.xml</order_walk>
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<order_gather>voice/{lang}/civ/civ_{phenotype}_gather.xml</order_gather>
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<order_repair>voice/{lang}/civ/civ_{phenotype}_repair.xml</order_repair>
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<order_build>voice/{lang}/civ/civ_{phenotype}_build.xml</order_build>
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<order_garrison>voice/{lang}/civ/civ_{phenotype}_garrison.xml</order_garrison>
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<walk>actor/human/movement/walk.xml</walk>
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<run>actor/human/movement/run.xml</run>
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