Reimplement MADtank logic as activity.
This commit is contained in:
@@ -89,22 +89,15 @@ namespace OpenRA.Mods.Cnc.Traits
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}
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}
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class MadTank : INotifyCreated, IIssueOrder, IResolveOrder, IOrderVoice, ITick, IIssueDeployOrder
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class MadTank : INotifyCreated, IIssueOrder, IResolveOrder, IOrderVoice, IIssueDeployOrder
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{
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readonly Actor self;
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readonly MadTankInfo info;
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readonly WithFacingSpriteBody wfsb;
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readonly ScreenShaker screenShaker;
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ConditionManager conditionManager;
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bool deployed;
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int tick;
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public MadTank(Actor self, MadTankInfo info)
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{
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this.self = self;
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this.info = info;
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wfsb = self.Trait<WithFacingSpriteBody>();
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screenShaker = self.World.WorldActor.Trait<ScreenShaker>();
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}
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void INotifyCreated.Created(Actor self)
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@@ -112,24 +105,6 @@ namespace OpenRA.Mods.Cnc.Traits
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conditionManager = self.TraitOrDefault<ConditionManager>();
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}
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void ITick.Tick(Actor self)
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{
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if (!deployed)
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return;
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if (++tick >= info.ThumpInterval)
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{
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if (info.ThumpDamageWeapon != null)
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{
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// Use .FromPos since this weapon needs to affect more than just the MadTank actor
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info.ThumpDamageWeaponInfo.Impact(Target.FromPos(self.CenterPosition), self, Enumerable.Empty<int>());
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}
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screenShaker.AddEffect(info.ThumpShakeTime, self.CenterPosition, info.ThumpShakeIntensity, info.ThumpShakeMultiplier);
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tick = 0;
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}
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get
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@@ -162,23 +137,120 @@ namespace OpenRA.Mods.Cnc.Traits
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return info.Voice;
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}
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void Detonate()
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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self.World.AddFrameEndTask(w =>
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if (order.OrderString == "DetonateAttack")
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{
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if (info.DetonationWeapon != null)
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{
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// Use .FromPos since this actor is killed. Cannot use Target.FromActor
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info.DetonationWeaponInfo.Impact(Target.FromPos(self.CenterPosition), self, Enumerable.Empty<int>());
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self.SetTargetLine(order.Target, Color.Red);
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self.QueueActivity(order.Queued, new DetonationSequence(self, this, order.Target));
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}
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else if (order.OrderString == "Detonate")
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self.QueueActivity(order.Queued, new DetonationSequence(self, this));
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}
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self.Kill(self, info.DamageTypes);
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class DetonationSequence : Activity
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{
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readonly Actor self;
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readonly MadTank mad;
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readonly IMove move;
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readonly WithFacingSpriteBody wfsb;
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readonly ScreenShaker screenShaker;
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readonly bool assignTargetOnFirstRun;
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int ticks;
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bool initiated;
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Target target;
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public DetonationSequence(Actor self, MadTank mad)
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: this(self, mad, Target.Invalid)
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{
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assignTargetOnFirstRun = true;
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}
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public DetonationSequence(Actor self, MadTank mad, Target target)
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{
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this.self = self;
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this.mad = mad;
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this.target = target;
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move = self.Trait<IMove>();
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wfsb = self.Trait<WithFacingSpriteBody>();
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screenShaker = self.World.WorldActor.Trait<ScreenShaker>();
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}
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protected override void OnFirstRun(Actor self)
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{
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if (assignTargetOnFirstRun)
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target = Target.FromCell(self.World, self.Location);
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}
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public override bool Tick(Actor self)
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{
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if (IsCanceling)
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return true;
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if (target.Type != TargetType.Invalid && !move.CanEnterTargetNow(self, target))
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{
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QueueChild(new MoveAdjacentTo(self, target, targetLineColor: Color.Red));
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return false;
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}
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if (!initiated)
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{
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// If the target has died while we were moving, we should abort detonation.
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if (target.Type == TargetType.Invalid)
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return true;
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if (mad.conditionManager != null && !string.IsNullOrEmpty(mad.info.DeployedCondition))
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mad.conditionManager.GrantCondition(self, mad.info.DeployedCondition);
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self.World.AddFrameEndTask(w => EjectDriver());
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if (mad.info.ThumpSequence != null)
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wfsb.PlayCustomAnimationRepeating(self, mad.info.ThumpSequence);
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IsInterruptible = false;
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initiated = true;
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}
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if (++ticks % mad.info.ThumpInterval == 0)
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{
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if (mad.info.ThumpDamageWeapon != null)
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{
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// Use .FromPos since this weapon needs to affect more than just the MadTank actor
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mad.info.ThumpDamageWeaponInfo.Impact(Target.FromPos(self.CenterPosition), self, Enumerable.Empty<int>());
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}
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screenShaker.AddEffect(mad.info.ThumpShakeTime, self.CenterPosition, mad.info.ThumpShakeIntensity, mad.info.ThumpShakeMultiplier);
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}
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if (ticks == mad.info.ChargeDelay)
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Game.Sound.Play(SoundType.World, mad.info.ChargeSound, self.CenterPosition);
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return ticks == mad.info.ChargeDelay + mad.info.DetonationDelay;
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}
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protected override void OnLastRun(Actor self)
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{
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if (!initiated)
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return;
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Game.Sound.Play(SoundType.World, mad.info.DetonationSound, self.CenterPosition);
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self.World.AddFrameEndTask(w =>
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{
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if (mad.info.DetonationWeapon != null)
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{
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// Use .FromPos since this actor is killed. Cannot use Target.FromActor
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mad.info.DetonationWeaponInfo.Impact(Target.FromPos(self.CenterPosition), self, Enumerable.Empty<int>());
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}
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self.Kill(self, mad.info.DamageTypes);
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});
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}
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void EjectDriver()
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{
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var driver = self.World.CreateActor(info.DriverActor.ToLowerInvariant(), new TypeDictionary
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var driver = self.World.CreateActor(mad.info.DriverActor.ToLowerInvariant(), new TypeDictionary
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{
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new LocationInit(self.Location),
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new OwnerInit(self.Owner)
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@@ -187,44 +259,6 @@ namespace OpenRA.Mods.Cnc.Traits
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if (driverMobile != null)
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driverMobile.Nudge(driver, driver, true);
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}
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void StartDetonationSequence()
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{
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if (deployed)
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return;
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if (conditionManager != null && !string.IsNullOrEmpty(info.DeployedCondition))
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conditionManager.GrantCondition(self, info.DeployedCondition);
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self.World.AddFrameEndTask(w => EjectDriver());
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if (info.ThumpSequence != null)
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wfsb.PlayCustomAnimationRepeating(self, info.ThumpSequence);
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deployed = true;
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self.QueueActivity(new Wait(info.ChargeDelay, false));
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self.QueueActivity(new CallFunc(() => Game.Sound.Play(SoundType.World, info.ChargeSound, self.CenterPosition)));
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self.QueueActivity(new Wait(info.DetonationDelay, false));
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self.QueueActivity(new CallFunc(() => Game.Sound.Play(SoundType.World, info.DetonationSound, self.CenterPosition)));
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self.QueueActivity(new CallFunc(Detonate));
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "DetonateAttack")
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{
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if (!order.Queued)
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self.CancelActivity();
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self.SetTargetLine(order.Target, Color.Red);
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self.QueueActivity(new MoveAdjacentTo(self, order.Target, targetLineColor: Color.Red));
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self.QueueActivity(new CallFunc(StartDetonationSequence));
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}
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else if (order.OrderString == "Detonate")
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{
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if (!order.Queued)
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self.CancelActivity();
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self.QueueActivity(new CallFunc(StartDetonationSequence));
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}
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}
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}
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}
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