Fixed auto attack not working properly due to code expecting 'Idle' activity but most units use 'IdleAnimation' in RA mod
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@@ -10,7 +10,7 @@
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namespace OpenRA.Traits.Activities
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namespace OpenRA.Traits.Activities
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{
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{
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class Idle : CancelableActivity
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public class Idle : CancelableActivity
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{
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{
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public override IActivity Tick(Actor self) { return NextActivity; }
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public override IActivity Tick(Actor self) { return NextActivity; }
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}
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}
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@@ -11,10 +11,11 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Mods.RA.Activities
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namespace OpenRA.Mods.RA.Activities
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{
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{
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public class IdleAnimation : IActivity
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public class IdleAnimation : Idle
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{
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{
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string sequence;
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string sequence;
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int delay;
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int delay;
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@@ -25,10 +26,8 @@ namespace OpenRA.Mods.RA.Activities
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this.delay = delay;
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this.delay = delay;
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}
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}
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IActivity NextActivity { get; set; }
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bool active = true;
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bool active = true;
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public IActivity Tick(Actor self)
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public override IActivity Tick(Actor self)
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{
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{
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if (!active) return NextActivity;
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if (!active) return NextActivity;
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@@ -38,23 +37,11 @@ namespace OpenRA.Mods.RA.Activities
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return this;
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return this;
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}
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}
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public void Cancel(Actor self)
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protected override bool OnCancel()
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{
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{
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active = false;
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active = false;
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NextActivity = null;
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return true;
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}
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}
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public void Queue( IActivity activity )
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{
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if( NextActivity != null )
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NextActivity.Queue( activity );
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else
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NextActivity = activity;
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}
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public IEnumerable<float2> GetCurrentPath()
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{
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yield break;
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}
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}
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}
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}
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}
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