Update copyright header. Normalize line endings to LF.
This commit is contained in:
@@ -1,91 +1,91 @@
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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.Mods.RA.Effects;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Move;
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namespace OpenRA.Mods.RA.Render
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{
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public class RenderInfantryInfo : RenderSimpleInfo
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{
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public override object Create(ActorInitializer init) { return new RenderInfantry(init.self); }
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}
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public class RenderInfantry : RenderSimple, INotifyAttack, INotifyDamage, INotifyIdle
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{
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public enum AnimationState
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{
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Idle,
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Attacking,
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Moving,
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Waiting
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};
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public AnimationState State { get; private set; }
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Mobile mobile;
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public RenderInfantry(Actor self)
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: base(self, () => self.Trait<IFacing>().Facing)
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{
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anim.Play("stand");
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State = AnimationState.Idle;
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mobile = self.Trait<Mobile>();
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}
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public void Attacking(Actor self, Target target)
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{
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State = AnimationState.Attacking;
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if (anim.HasSequence("shoot"))
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anim.PlayThen("shoot", () => State = AnimationState.Idle);
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else if (anim.HasSequence("heal"))
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anim.PlayThen("heal", () => State = AnimationState.Idle);
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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// If path is blocked, we can have !isMoving and !idle
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// Need to handle this case specially
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if (!mobile.IsMoving && State == AnimationState.Moving)
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{
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State = AnimationState.Waiting;
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anim.Play("stand");
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}
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else if (State != AnimationState.Moving && mobile.IsMoving)
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{
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State = AnimationState.Moving;
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anim.PlayRepeating("run");
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}
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}
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public void TickIdle(Actor self)
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{
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if (State != AnimationState.Idle)
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{
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anim.Play("stand");
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State = AnimationState.Idle;
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}
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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 death = e.Warhead != null ? e.Warhead.InfDeath : 0;
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Sound.PlayVoice("Die", self, self.Owner.Country.Race);
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self.World.AddFrameEndTask(w => w.Add(new Corpse(self, death)));
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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.Mods.RA.Effects;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Move;
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namespace OpenRA.Mods.RA.Render
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{
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public class RenderInfantryInfo : RenderSimpleInfo
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{
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public override object Create(ActorInitializer init) { return new RenderInfantry(init.self); }
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}
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public class RenderInfantry : RenderSimple, INotifyAttack, INotifyDamage, INotifyIdle
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{
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public enum AnimationState
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{
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Idle,
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Attacking,
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Moving,
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Waiting
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};
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public AnimationState State { get; private set; }
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Mobile mobile;
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public RenderInfantry(Actor self)
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: base(self, () => self.Trait<IFacing>().Facing)
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{
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anim.Play("stand");
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State = AnimationState.Idle;
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mobile = self.Trait<Mobile>();
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}
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public void Attacking(Actor self, Target target)
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{
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State = AnimationState.Attacking;
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if (anim.HasSequence("shoot"))
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anim.PlayThen("shoot", () => State = AnimationState.Idle);
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else if (anim.HasSequence("heal"))
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anim.PlayThen("heal", () => State = AnimationState.Idle);
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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// If path is blocked, we can have !isMoving and !idle
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// Need to handle this case specially
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if (!mobile.IsMoving && State == AnimationState.Moving)
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{
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State = AnimationState.Waiting;
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anim.Play("stand");
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}
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else if (State != AnimationState.Moving && mobile.IsMoving)
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{
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State = AnimationState.Moving;
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anim.PlayRepeating("run");
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}
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}
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public void TickIdle(Actor self)
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{
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if (State != AnimationState.Idle)
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{
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anim.Play("stand");
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State = AnimationState.Idle;
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}
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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 death = e.Warhead != null ? e.Warhead.InfDeath : 0;
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Sound.PlayVoice("Die", self, self.Owner.Country.Race);
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self.World.AddFrameEndTask(w => w.Add(new Corpse(self, death)));
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}
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}
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}
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}
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