Update copyright header. Normalize line endings to LF.

This commit is contained in:
Paul Chote
2011-02-13 10:38:57 +13:00
parent ea5e2c0588
commit 094907c1a9
489 changed files with 43614 additions and 43613 deletions

View File

@@ -1,47 +1,47 @@
#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
namespace OpenRA.Traits
{
public struct Target // a target: either an actor, or a fixed location.
{
Actor actor;
Player owner;
int2 pos;
bool valid;
public static Target FromActor(Actor a)
{
return new Target
{
actor = a,
valid = (a != null),
owner = (a != null) ? a.Owner : null
};
}
public static Target FromPos(int2 p) { return new Target { pos = p, valid = true }; }
public static Target FromCell(int2 c) { return new Target { pos = Util.CenterOfCell(c), valid = true }; }
public static Target FromOrder(Order o)
{
return o.TargetActor != null
? Target.FromActor(o.TargetActor)
: Target.FromCell(o.TargetLocation);
}
public static readonly Target None = new Target();
public bool IsValid { get { return valid && (actor == null || (actor.IsInWorld && actor.Owner == owner)); } }
public int2 PxPosition { get { return IsActor ? actor.Trait<IHasLocation>().PxPosition : pos; } }
public int2 CenterLocation { get { return PxPosition; } }
public Actor Actor { get { return IsActor ? actor : null; } }
public bool IsActor { get { return actor != null && !actor.Destroyed; } }
}
}
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
namespace OpenRA.Traits
{
public struct Target // a target: either an actor, or a fixed location.
{
Actor actor;
Player owner;
int2 pos;
bool valid;
public static Target FromActor(Actor a)
{
return new Target
{
actor = a,
valid = (a != null),
owner = (a != null) ? a.Owner : null
};
}
public static Target FromPos(int2 p) { return new Target { pos = p, valid = true }; }
public static Target FromCell(int2 c) { return new Target { pos = Util.CenterOfCell(c), valid = true }; }
public static Target FromOrder(Order o)
{
return o.TargetActor != null
? Target.FromActor(o.TargetActor)
: Target.FromCell(o.TargetLocation);
}
public static readonly Target None = new Target();
public bool IsValid { get { return valid && (actor == null || (actor.IsInWorld && actor.Owner == owner)); } }
public int2 PxPosition { get { return IsActor ? actor.Trait<IHasLocation>().PxPosition : pos; } }
public int2 CenterLocation { get { return PxPosition; } }
public Actor Actor { get { return IsActor ? actor : null; } }
public bool IsActor { get { return actor != null && !actor.Destroyed; } }
}
}