Split out RenderInfantryProne
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@@ -14,7 +14,7 @@ using OpenRA.Mods.RA.Render;
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namespace OpenRA.Mods.RA
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{
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class TakeCoverInfo : ITraitInfo, ITraitPrerequisite<RenderInfantryInfo>
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public class TakeCoverInfo : ITraitInfo
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{
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public readonly int ProneTime = 100; /* ticks, =4s */
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public readonly float ProneDamage = .5f;
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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.RA
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}
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// Infantry prone behavior
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class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier, ISync
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public class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier, ISync
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{
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TakeCoverInfo Info;
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[Sync]
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@@ -38,25 +38,14 @@ namespace OpenRA.Mods.RA
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.Damage > 0) /* Don't go prone when healed */
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{
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if (e.Warhead == null || !e.Warhead.PreventProne)
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{
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remainingProneTime = Info.ProneTime;
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self.Trait<RenderInfantry>().Prone = true;
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}
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}
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if (e.Damage > 0 && e.Warhead == null || !e.Warhead.PreventProne) /* Don't go prone when healed */
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remainingProneTime = Info.ProneTime;
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}
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public void Tick(Actor self)
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{
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if (!IsProne)
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return;
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//var ri = self.Trait<RenderInfantry>();
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if (--remainingProneTime <= 0)
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self.Trait<RenderInfantry>().Prone = false;
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if (IsProne)
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remainingProneTime--;
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}
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public float GetDamageModifier(Actor attacker, WarheadInfo warhead )
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@@ -69,4 +58,45 @@ namespace OpenRA.Mods.RA
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return IsProne ? Info.ProneSpeed : 1m;
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}
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}
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class RenderInfantryProneInfo : RenderInfantryInfo, ITraitPrerequisite<TakeCoverInfo>
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{
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public override object Create(ActorInitializer init) { return new RenderInfantryProne(init.self, this); }
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}
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class RenderInfantryProne : RenderInfantry
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{
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readonly TakeCover tc;
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bool wasProne;
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public RenderInfantryProne(Actor self, RenderInfantryProneInfo info)
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: base(self, info)
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{
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tc = self.Trait<TakeCover>();
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}
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protected override string NormalizeInfantrySequence(Actor self, string baseSequence)
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{
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var prefix = tc != null && tc.IsProne ? "prone-" : "";
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if (anim.HasSequence(prefix + baseSequence))
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return prefix + baseSequence;
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else
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return baseSequence;
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}
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protected override bool AllowIdleAnimation(Actor self)
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{
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return base.AllowIdleAnimation(self) && !tc.IsProne;
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}
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public override void Tick (Actor self)
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{
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if (wasProne != tc.IsProne)
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dirty = true;
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wasProne = tc.IsProne;
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base.Tick(self);
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}
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}
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}
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