Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Corrected StartBurstReport sound synchronisation when used with FireDelay #19931

Merged

Conversation

darkademic
Copy link
Contributor

@darkademic darkademic commented Feb 13, 2022

Has been a while since I raised #18729 so thought I'd have a stab at fixing it.

The issue was that Burst is updated every tick, but FireDelay causes the value to be out of sync as it'll check Burst when the delayed action actually gets called, by which point the value of Burst will have changed, when it needed to use the value of Burst at the point the delayed action was created.

So the solution just includes the Burst value in the delayed action tuple so that can be passed into the action function.

Seems to work fine.

So an Armament with FireDelay > 0 whose weapon has Burst > 1 should now correctly only play the StartBurstReport sound on the first shot (after the delay) and not subsequently, until the next salvo.

Closes #18729

@darkademic darkademic force-pushed the pr/startburstreport-firedelay-fix branch from 6817d42 to af56041 Compare February 13, 2022 17:55
@Smittytron Smittytron merged commit e082497 into OpenRA:bleed Feb 26, 2022
@Smittytron
Copy link
Member

changelog

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

StartBurstReport sounds plays repeatedly if used with an armament with a FireDelay
4 participants