Add support for a FallbackSequence in WithDeathAnimation
Used when the actor is killed by non-standard means, like suicide.
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@@ -45,6 +45,9 @@ namespace OpenRA.Mods.Common.Traits
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"Is only used if UseDeathTypeSuffix is `True`.")]
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public readonly Dictionary<string, int> DeathTypes = new Dictionary<string, int>();
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[Desc("Sequence to use when the actor is killed by some non-standard means (e.g. suicide).")]
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[SequenceReference] public readonly string FallbackSequence = null;
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public static object LoadDeathTypes(MiniYaml yaml)
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{
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var md = yaml.ToDictionary();
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@@ -57,10 +60,11 @@ namespace OpenRA.Mods.Common.Traits
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public object Create(ActorInitializer init) { return new WithDeathAnimation(init.Self, this); }
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}
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public class WithDeathAnimation : INotifyKilled
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public class WithDeathAnimation : INotifyKilled, INotifyCrushed
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{
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public readonly WithDeathAnimationInfo Info;
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readonly RenderSprites rs;
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bool crushed;
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public WithDeathAnimation(Actor self, WithDeathAnimationInfo info)
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{
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@@ -70,11 +74,23 @@ namespace OpenRA.Mods.Common.Traits
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public void Killed(Actor self, AttackInfo e)
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{
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// Killed by some non-standard means. This includes being crushed
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// by a vehicle (Actors with Crushable trait will spawn CrushedSequence instead).
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if (e.Warhead == null || !(e.Warhead is DamageWarhead))
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// Actors with Crushable trait will spawn CrushedSequence.
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if (crushed)
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return;
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var palette = Info.DeathSequencePalette;
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if (Info.DeathPaletteIsPlayerPalette)
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palette += self.Owner.InternalName;
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// Killed by some non-standard means
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if (e.Warhead == null || !(e.Warhead is DamageWarhead))
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{
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if (Info.FallbackSequence != null)
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SpawnDeathAnimation(self, Info.FallbackSequence, palette);
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return;
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}
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var sequence = Info.DeathSequence;
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if (Info.UseDeathTypeSuffix)
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{
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@@ -86,10 +102,6 @@ namespace OpenRA.Mods.Common.Traits
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sequence += Info.DeathTypes[damageType];
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}
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var palette = Info.DeathSequencePalette;
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if (Info.DeathPaletteIsPlayerPalette)
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palette += self.Owner.InternalName;
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SpawnDeathAnimation(self, sequence, palette);
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}
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@@ -101,5 +113,12 @@ namespace OpenRA.Mods.Common.Traits
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w.Add(new Corpse(w, self.CenterPosition, rs.GetImage(self), sequence, palette));
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});
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}
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void INotifyCrushed.OnCrush(Actor self, Actor crusher, HashSet<string> crushClasses)
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{
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crushed = true;
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}
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void INotifyCrushed.WarnCrush(Actor self, Actor crusher, HashSet<string> crushClasses) { }
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}
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}
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