Update copyright header. Normalize line endings to LF.
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@@ -1,64 +1,64 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class CarpetBombInfo : TraitInfo<CarpetBomb>
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{
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[WeaponReference]
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public readonly string Weapon = null;
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public readonly int Range = 3;
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}
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class CarpetBomb : ITick // todo: maybe integrate this better with the normal weapons system?
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{
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int2 Target;
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int dropDelay;
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public void SetTarget(int2 targetCell) { Target = targetCell; }
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public void Tick(Actor self)
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{
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var info = self.Info.Traits.Get<CarpetBombInfo>();
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if( !Combat.IsInRange( self.CenterLocation, info.Range, Target * Game.CellSize ) )
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return;
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (limitedAmmo != null && !limitedAmmo.HasAmmo())
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return;
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if (--dropDelay <= 0)
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{
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var weapon = Rules.Weapons[info.Weapon.ToLowerInvariant()];
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dropDelay = weapon.ROF;
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var args = new ProjectileArgs
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{
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srcAltitude = self.Trait<IMove>().Altitude,
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destAltitude = 0,
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src = self.CenterLocation,
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dest = self.CenterLocation,
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facing = self.Trait<IFacing>().Facing,
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firedBy = self,
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weapon = weapon
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};
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self.World.Add(args.weapon.Projectile.Create(args));
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if (!string.IsNullOrEmpty(args.weapon.Report))
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Sound.Play(args.weapon.Report + ".aud", self.CenterLocation);
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}
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}
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}
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}
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class CarpetBombInfo : TraitInfo<CarpetBomb>
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{
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[WeaponReference]
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public readonly string Weapon = null;
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public readonly int Range = 3;
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}
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class CarpetBomb : ITick // todo: maybe integrate this better with the normal weapons system?
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{
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int2 Target;
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int dropDelay;
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public void SetTarget(int2 targetCell) { Target = targetCell; }
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public void Tick(Actor self)
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{
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var info = self.Info.Traits.Get<CarpetBombInfo>();
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if( !Combat.IsInRange( self.CenterLocation, info.Range, Target * Game.CellSize ) )
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return;
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (limitedAmmo != null && !limitedAmmo.HasAmmo())
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return;
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if (--dropDelay <= 0)
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{
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var weapon = Rules.Weapons[info.Weapon.ToLowerInvariant()];
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dropDelay = weapon.ROF;
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var args = new ProjectileArgs
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{
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srcAltitude = self.Trait<IMove>().Altitude,
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destAltitude = 0,
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src = self.CenterLocation,
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dest = self.CenterLocation,
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facing = self.Trait<IFacing>().Facing,
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firedBy = self,
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weapon = weapon
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};
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self.World.Add(args.weapon.Projectile.Create(args));
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if (!string.IsNullOrEmpty(args.weapon.Report))
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Sound.Play(args.weapon.Report + ".aud", self.CenterLocation);
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}
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}
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}
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}
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