new trait Parachtuable that decides on the fate upon landing
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@@ -520,6 +520,7 @@
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<Compile Include="Lint\CheckActors.cs" />
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<Compile Include="Lint\CheckMapCordon.cs" />
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<Compile Include="World\ResourceLayer.cs" />
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<Compile Include="Parachutable.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">
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66
OpenRA.Mods.RA/Parachutable.cs
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66
OpenRA.Mods.RA/Parachutable.cs
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@@ -0,0 +1,66 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Mods.RA.Effects;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class ParachutableInfo : ITraitInfo
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{
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public readonly bool KilledOnImpassableTerrain = true;
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public readonly string GroundImpactSound = "squishy2.aud";
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public readonly string GroundCorpseSequence = "corpse";
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public readonly string GroundCorpsePalette = "effect";
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public readonly string WaterImpactSound = "splash9.aud";
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public readonly string WaterCorpseSequence = "small_splash";
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public readonly string WaterCorpsePalette = "effect";
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public object Create(ActorInitializer init) { return new Parachutable(init, this); }
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}
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class Parachutable : INotifyParachuteLanded
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{
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readonly Actor self;
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readonly ParachutableInfo info;
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readonly IPositionable positionable;
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public Parachutable(ActorInitializer init, ParachutableInfo info)
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{
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this.self = init.self;
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this.info = info;
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positionable = self.TraitOrDefault<IPositionable>();
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}
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public void OnLanded()
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{
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if (!info.KilledOnImpassableTerrain)
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return;
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if (positionable.CanEnterCell(self.Location))
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return;
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var terrain = self.World.Map.GetTerrainInfo(self.Location);
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var sound = terrain.IsWater ? info.WaterImpactSound : info.GroundImpactSound;
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Sound.Play(sound, self.CenterPosition);
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var sequence = terrain.IsWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
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var palette = terrain.IsWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
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self.World.AddFrameEndTask(w => w.Add(new Explosion(w, self.OccupiesSpace.CenterPosition, sequence, palette)));
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self.Kill(self);
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}
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}
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}
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@@ -196,6 +196,7 @@
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LuaScriptEvents:
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ScriptTriggers:
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DeathSounds:
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Parachutable:
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^Plane:
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AppearsOnRadar:
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@@ -175,6 +175,7 @@
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DeathSounds@ZAPPED:
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DeathSound: Zapped
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InfDeaths: 6
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Parachutable:
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^Ship:
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AppearsOnRadar:
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@@ -72,6 +72,10 @@ explosion:
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small_napalm: napalm1
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Start: 0
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Length: *
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corpse: corpse1
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Start: 0
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Length: 6
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Tick: 1600
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pips:
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groups:
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