Add an INotifyKilled interface, which is what most things that used INotifyDamaged actually cared about.
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@@ -25,7 +25,7 @@ namespace OpenRA.Mods.RA.Render
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public override object Create(ActorInitializer init) { return new RenderInfantry(init.self, this); }
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}
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public class RenderInfantry : RenderSimple, INotifyAttack, INotifyDamage, INotifyIdle
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public class RenderInfantry : RenderSimple, INotifyAttack, INotifyKilled, INotifyIdle
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{
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public enum AnimationState
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{
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@@ -117,14 +117,11 @@ namespace OpenRA.Mods.RA.Render
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}
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}
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public void Damaged(Actor self, AttackInfo e)
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public void Killed(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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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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