wired up 'active' anim on host building for Rearm activity
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@@ -1,4 +1,6 @@
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namespace OpenRa.Game.Traits.Activities
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using System.Linq;
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namespace OpenRa.Game.Traits.Activities
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{
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{
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class Rearm : IActivity
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class Rearm : IActivity
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{
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{
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@@ -17,6 +19,13 @@
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if (--remainingTicks == 0)
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if (--remainingTicks == 0)
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{
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{
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if (!limitedAmmo.GiveAmmo()) return NextActivity;
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if (!limitedAmmo.GiveAmmo()) return NextActivity;
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var hostBuilding = Game.FindUnits(self.CenterLocation, self.CenterLocation)
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.FirstOrDefault(a => a.traits.Contains<RenderBuilding>());
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if (hostBuilding != null)
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hostBuilding.traits.Get<RenderBuilding>().PlayCustomAnim(hostBuilding, "active");
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remainingTicks = ticksPerPip;
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remainingTicks = ticksPerPip;
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}
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}
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@@ -56,6 +56,12 @@ namespace OpenRa.Game.Traits
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return self.GetDamageState() == DamageState.Half ? "damaged-" : "";
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return self.GetDamageState() == DamageState.Half ? "damaged-" : "";
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}
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}
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public void PlayCustomAnim(Actor self, string name)
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{
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anim.PlayThen(GetPrefix(self) + name,
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() => anim.PlayRepeating(GetPrefix(self) + "idle"));
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}
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public virtual void Damaged(Actor self, AttackInfo e)
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public virtual void Damaged(Actor self, AttackInfo e)
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{
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{
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if (!e.DamageStateChanged)
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if (!e.DamageStateChanged)
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