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