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

@@ -1,48 +1,48 @@
#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
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class ExplodesInfo : TraitInfo<Explodes>
{
[WeaponReference]
public readonly string Weapon = "UnitExplode";
[WeaponReference]
public readonly string EmptyWeapon = "UnitExplode";
}
class Explodes : INotifyDamage
{
public void Damaged(Actor self, AttackInfo e)
{
if (e.DamageState == DamageState.Dead)
{
var weapon = ChooseWeaponForExplosion(self);
if (weapon != null)
{
var move = self.TraitOrDefault<IMove>();
var altitude = move != null ? move.Altitude : 0;
Combat.DoExplosion(e.Attacker, weapon, self.CenterLocation, altitude);
}
}
}
string ChooseWeaponForExplosion(Actor self)
{
var shouldExplode = self.TraitsImplementing<IExplodeModifier>().All(a => a.ShouldExplode(self));
var info = self.Info.Traits.Get<ExplodesInfo>();
return shouldExplode ? info.Weapon : info.EmptyWeapon;
}
}
}
#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
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class ExplodesInfo : TraitInfo<Explodes>
{
[WeaponReference]
public readonly string Weapon = "UnitExplode";
[WeaponReference]
public readonly string EmptyWeapon = "UnitExplode";
}
class Explodes : INotifyDamage
{
public void Damaged(Actor self, AttackInfo e)
{
if (e.DamageState == DamageState.Dead)
{
var weapon = ChooseWeaponForExplosion(self);
if (weapon != null)
{
var move = self.TraitOrDefault<IMove>();
var altitude = move != null ? move.Altitude : 0;
Combat.DoExplosion(e.Attacker, weapon, self.CenterLocation, altitude);
}
}
}
string ChooseWeaponForExplosion(Actor self)
{
var shouldExplode = self.TraitsImplementing<IExplodeModifier>().All(a => a.ShouldExplode(self));
var info = self.Info.Traits.Get<ExplodesInfo>();
return shouldExplode ? info.Weapon : info.EmptyWeapon;
}
}
}