Fix idle animations / prone.
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@@ -10,13 +10,14 @@
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using OpenRA.GameRules;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Render;
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namespace OpenRA.Mods.RA
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{
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class TakeCoverInfo : TraitInfo<TakeCover> { }
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class TakeCoverInfo : TraitInfo<TakeCover>, ITraitPrerequisite<RenderInfantryInfo> { }
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// infantry prone behavior
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class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier, INotifyIdle
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class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier
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{
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const int defaultProneTime = 100; /* ticks, =4s */
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const float proneDamage = .5f;
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@@ -29,30 +30,38 @@ namespace OpenRA.Mods.RA
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.Damage > 0) /* fix to allow healing via `damage` */
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if (e.Damage > 0) /* Don't go prone when healed */
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{
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if (e.Warhead == null || !e.Warhead.PreventProne)
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remainingProneTime = defaultProneTime;
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}
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}
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public void Tick(Actor self)
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{
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if (IsProne)
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--remainingProneTime;
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if (!IsProne)
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return;
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remainingProneTime--;
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var ri = self.Trait<RenderInfantry>();
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if (ri.State == RenderInfantry.AnimationState.Idle)
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if (IsProne)
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ri.anim.PlayFetchIndex("crawl", () => 0);
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else
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ri.anim.Play("stand");
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if (ri.anim.CurrentSequence.Name == "run" && IsProne)
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ri.anim.ReplaceAnim("crawl");
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else if (ri.anim.CurrentSequence.Name == "crawl" && !IsProne)
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ri.anim.ReplaceAnim("run");
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if (ri.anim.CurrentSequence.Name == "shoot" && IsProne)
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ri.anim.ReplaceAnim("prone-shoot");
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else if (ri.anim.CurrentSequence.Name == "prone-shoot" && !IsProne)
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ri.anim.ReplaceAnim("shoot");
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}
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public void TickIdle(Actor self)
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{
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System.Console.WriteLine("TakeCover:TickIdle");
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if (remainingProneTime > 0)
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{
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System.Console.WriteLine("TakeCover: set anim to crawl");
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self.Trait<RenderSimple>().anim.PlayFetchIndex("crawl", () => 0);
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}
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}
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public float GetDamageModifier(Actor attacker, WarheadInfo warhead )
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{
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return IsProne ? proneDamage : 1f;
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