Update copyright header. Normalize line endings to LF.
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@@ -1,49 +1,49 @@
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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.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class NukePowerInfo : SupportPowerInfo
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{
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[WeaponReference]
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public readonly string MissileWeapon = "";
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public readonly int2 SpawnOffset = int2.Zero;
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public override object Create(ActorInitializer init) { return new NukePower(init.self, this); }
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}
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class NukePower : SupportPower
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{
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public NukePower(Actor self, NukePowerInfo info) : base(self, info) { }
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public override IOrderGenerator OrderGenerator(string order, SupportPowerManager manager)
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{
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Sound.PlayToPlayer(manager.self.Owner, Info.SelectTargetSound);
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return new SelectGenericPowerTarget(order, manager, "nuke", MouseButton.Left);
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}
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public override void Activate(Actor self, Order order)
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{
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// Play to everyone but the current player
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if (self.Owner != self.World.LocalPlayer)
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Sound.Play(Info.LaunchSound);
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var npi = Info as NukePowerInfo;
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self.Trait<RenderBuilding>().PlayCustomAnim(self, "active");
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self.World.AddFrameEndTask(w => w.Add(
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new NukeLaunch(self.Owner, self, npi.MissileWeapon, npi.SpawnOffset,
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order.TargetLocation)));
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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.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class NukePowerInfo : SupportPowerInfo
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{
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[WeaponReference]
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public readonly string MissileWeapon = "";
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public readonly int2 SpawnOffset = int2.Zero;
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public override object Create(ActorInitializer init) { return new NukePower(init.self, this); }
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}
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class NukePower : SupportPower
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{
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public NukePower(Actor self, NukePowerInfo info) : base(self, info) { }
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public override IOrderGenerator OrderGenerator(string order, SupportPowerManager manager)
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{
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Sound.PlayToPlayer(manager.self.Owner, Info.SelectTargetSound);
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return new SelectGenericPowerTarget(order, manager, "nuke", MouseButton.Left);
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}
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public override void Activate(Actor self, Order order)
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{
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// Play to everyone but the current player
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if (self.Owner != self.World.LocalPlayer)
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Sound.Play(Info.LaunchSound);
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var npi = Info as NukePowerInfo;
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self.Trait<RenderBuilding>().PlayCustomAnim(self, "active");
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self.World.AddFrameEndTask(w => w.Add(
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new NukeLaunch(self.Owner, self, npi.MissileWeapon, npi.SpawnOffset,
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order.TargetLocation)));
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}
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}
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}
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