destructible trees for both CnC and RA mod
- move DeadBuildingState to OpenRA.Mods.RA - don't loop sequences with length > 1
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50
OpenRA.Mods.RA/Buildings/DeadBuildingState.cs
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50
OpenRA.Mods.RA/Buildings/DeadBuildingState.cs
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@@ -0,0 +1,50 @@
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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.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc
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{
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class DeadBuildingStateInfo : ITraitInfo, Requires<HealthInfo>, Requires<RenderSimpleInfo>
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{
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public readonly int LingerTime = 20;
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public object Create(ActorInitializer init) { return new DeadBuildingState(init.self, this); }
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}
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class DeadBuildingState : INotifyKilled
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{
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DeadBuildingStateInfo info;
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RenderSimple rs;
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public DeadBuildingState(Actor self, DeadBuildingStateInfo info)
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{
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this.info = info;
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rs = self.Trait<RenderSimple>();
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self.Trait<Health>().RemoveOnDeath = !rs.anim.HasSequence("dead");
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}
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public void Killed(Actor self, AttackInfo e)
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{
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if (!rs.anim.HasSequence("dead")) return;
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if (rs.anim.GetSequence("dead").Length > 1)
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rs.anim.Play("dead");
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else
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rs.anim.PlayRepeating("dead");
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self.World.AddFrameEndTask(
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w => w.Add(
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new DelayedAction(info.LingerTime,
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() => self.Destroy())));
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}
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}
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}
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