Split out RenderInfantryProne
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@@ -16,7 +16,7 @@ using OpenRA.Mods.RA.Move;
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namespace OpenRA.Mods.RA.Render
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{
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public class RenderInfantryInfo : RenderSimpleInfo
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public class RenderInfantryInfo : RenderSimpleInfo, ITraitPrerequisite<MobileInfo>
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{
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public readonly int MinIdleWaitTicks = 30;
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public readonly int MaxIdleWaitTicks = 110;
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@@ -37,8 +37,7 @@ namespace OpenRA.Mods.RA.Render
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};
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public bool Panicked = false;
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public bool Prone = false;
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bool wasProne = false;
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protected bool dirty = false;
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RenderInfantryInfo Info;
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string idleSequence;
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@@ -46,8 +45,7 @@ namespace OpenRA.Mods.RA.Render
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protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
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{
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var prefix = Prone ? "prone-" :
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Panicked ? "panic-" : "";
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var prefix = Panicked ? "panic-" : "";
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if (anim.HasSequence(prefix + baseSequence))
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return prefix + baseSequence;
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@@ -57,7 +55,7 @@ namespace OpenRA.Mods.RA.Render
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protected virtual bool AllowIdleAnimation(Actor self)
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{
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return Info.IdleAnimations.Length > 0 && !Prone && !Panicked;
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return Info.IdleAnimations.Length > 0 && !Panicked;
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}
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public AnimationState State { get; private set; }
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@@ -84,17 +82,17 @@ namespace OpenRA.Mods.RA.Render
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{
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base.Tick(self);
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if ((State == AnimationState.Moving || wasProne != Prone) && !mobile.IsMoving)
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if ((State == AnimationState.Moving || dirty) && !mobile.IsMoving)
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{
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State = AnimationState.Waiting;
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anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0);
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}
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else if ((State != AnimationState.Moving || wasProne != Prone) && mobile.IsMoving)
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else if ((State != AnimationState.Moving || dirty) && mobile.IsMoving)
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{
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State = AnimationState.Moving;
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anim.PlayRepeating(NormalizeInfantrySequence(self, "run"));
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}
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wasProne = Prone;
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dirty = false;
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}
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public void TickIdle(Actor self)
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