Move some traits from RA.Buildings to Common
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@@ -1,36 +0,0 @@
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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.Traits;
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namespace OpenRA.Mods.RA
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{
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[Desc("Handle demolitions from C4 explosives.")]
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public class DemolishableInfo : IDemolishableInfo, ITraitInfo
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{
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public bool IsValidTarget(ActorInfo actorInfo, Actor saboteur) { return true; }
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public object Create(ActorInitializer init) { return new Demolishable(); }
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}
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public class Demolishable : IDemolishable
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{
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public void Demolish(Actor self, Actor saboteur)
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{
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self.Kill(saboteur);
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}
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public bool IsValidTarget(Actor self, Actor saboteur)
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{
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return true;
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}
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}
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}
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@@ -1,35 +0,0 @@
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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.Traits;
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namespace OpenRA.Mods.RA.Buildings
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{
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public class ShakeOnDeathInfo : ITraitInfo
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{
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public readonly int Intensity = 10;
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public object Create(ActorInitializer init) { return new ShakeOnDeath(this); }
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}
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public class ShakeOnDeath : INotifyKilled
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{
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readonly ShakeOnDeathInfo Info;
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public ShakeOnDeath(ShakeOnDeathInfo info)
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{
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this.Info = info;
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}
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public void Killed(Actor self, AttackInfo e)
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{
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self.World.WorldActor.Trait<ScreenShaker>().AddEffect(Info.Intensity, self.CenterPosition, 1);
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}
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}
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}
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@@ -1,40 +0,0 @@
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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.Traits;
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namespace OpenRA.Mods.RA.Buildings
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{
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public class SoundOnDamageTransitionInfo : ITraitInfo
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{
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public readonly string DamagedSound;
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public readonly string DestroyedSound;
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public object Create(ActorInitializer init) { return new SoundOnDamageTransition(this);}
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}
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public class SoundOnDamageTransition : INotifyDamageStateChanged
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{
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readonly SoundOnDamageTransitionInfo Info;
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public SoundOnDamageTransition( SoundOnDamageTransitionInfo info )
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{
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Info = info;
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}
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public void DamageStateChanged(Actor self, AttackInfo e)
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{
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if (e.DamageState == DamageState.Dead)
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Sound.Play(Info.DestroyedSound, self.CenterPosition);
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else if (e.DamageState >= DamageState.Heavy && e.PreviousDamageState < DamageState.Heavy)
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Sound.Play(Info.DamagedSound, self.CenterPosition);
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}
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}
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}
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@@ -170,8 +170,6 @@
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<Compile Include="Buildings\FootprintUtils.cs" />
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<Compile Include="Buildings\LineBuild.cs" />
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<Compile Include="Buildings\RepairableBuilding.cs" />
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<Compile Include="Buildings\ShakeOnDeath.cs" />
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<Compile Include="Buildings\SoundOnDamageTransition.cs" />
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<Compile Include="Buildings\Util.cs" />
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<Compile Include="Burns.cs" />
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<Compile Include="C4Demolition.cs" />
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@@ -389,7 +387,6 @@
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<Compile Include="AttackBomber.cs" />
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<Compile Include="ShroudRenderer.cs" />
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<Compile Include="Render\WithCrateBody.cs" />
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<Compile Include="Buildings\Demolishable.cs" />
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<Compile Include="Activities\FlyFollow.cs" />
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<Compile Include="Widgets\Logic\GameTimerLogic.cs" />
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<Compile Include="Widgets\Logic\ReplayControlBarLogic.cs" />
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