Merge pull request #4090 from pchote/cnc-flame-muzzles
Use the original flame and chem muzzle flashes.
This commit is contained in:
@@ -26,6 +26,12 @@ namespace OpenRA.Mods.RA.Render
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[Desc("Armament name")]
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public readonly string Armament = "primary";
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[Desc("Are the muzzle facings split into multiple shps?")]
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public readonly bool SplitFacings = false;
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[Desc("Number of separate facing images that are defined in the sequences.")]
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public readonly int FacingCount = 8;
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public object Create(ActorInitializer init) { return new WithMuzzleFlash(init.self, this); }
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}
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@@ -34,6 +40,7 @@ namespace OpenRA.Mods.RA.Render
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readonly WithMuzzleFlashInfo info;
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Dictionary<Barrel, bool> visible = new Dictionary<Barrel, bool>();
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Dictionary<Barrel, AnimationWithOffset> anims = new Dictionary<Barrel, AnimationWithOffset>();
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Func<int> getFacing;
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public WithMuzzleFlash(Actor self, WithMuzzleFlashInfo info)
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{
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@@ -50,7 +57,7 @@ namespace OpenRA.Mods.RA.Render
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var turreted = self.TraitsImplementing<Turreted>()
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.FirstOrDefault(t => t.Name == arm.Info.Turret);
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var getFacing = turreted != null ? () => turreted.turretFacing :
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getFacing = turreted != null ? () => turreted.turretFacing :
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facing != null ? (Func<int>)(() => facing.Facing) : () => 0;
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var muzzleFlash = new Animation(render.GetImage(self), getFacing);
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@@ -69,7 +76,12 @@ namespace OpenRA.Mods.RA.Render
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return;
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visible[barrel] = true;
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anims[barrel].Animation.PlayThen(info.Sequence, () => visible[barrel] = false);
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var sequence = info.Sequence;
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if (info.SplitFacings)
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sequence += Traits.Util.QuantizeFacing(getFacing(), info.FacingCount).ToString();
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anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
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}
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public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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Binary file not shown.
Binary file not shown.
@@ -101,10 +101,11 @@ E4:
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HP: 90
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Armament:
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Weapon: Flamethrower
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LocalOffset: 85,0,171
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LocalOffset: 341,0,256
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FireDelay: 3
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AttackFrontal:
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WithMuzzleFlash:
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SplitFacings: true
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RenderInfantryProne:
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IdleAnimations: idle1,idle2
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StandAnimations: stand, stand2
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@@ -135,10 +136,11 @@ E5:
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HP: 90
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Armament:
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Weapon: Chemspray
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LocalOffset: 85,0,384
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LocalOffset: 341,0,256
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FireDelay: 3
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AttackFrontal:
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WithMuzzleFlash:
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SplitFacings: true
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-PoisonedByTiberium:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2
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@@ -184,6 +184,7 @@ FTNK:
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RenderUnit:
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AutoTarget:
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WithMuzzleFlash:
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SplitFacings: true
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Explodes:
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Weapon: FlametankExplode
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EmptyWeapon: FlametankExplode
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@@ -382,10 +382,38 @@ e4:
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Start: 16
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Length: 4
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Tick: 1600
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muzzle: flame2
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muzzle0: flame-n
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Start: 0
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Length: 13
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Facings: 8
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Length: *
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Offset: 1,6
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muzzle1: flame-nw
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Start: 0
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Length: *
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Offset: 8,7
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muzzle2: flame-w
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Start: 0
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Length: *
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Offset: 8,2
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muzzle3: flame-sw
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Start: 0
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Length: *
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Offset: 7,-2
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muzzle4: flame-s
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Start: 0
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Length: *
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Offset: 1,-2
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muzzle5: flame-se
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Start: 0
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Length: *
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Offset: -5,-2
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muzzle6: flame-e
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Start: 0
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Length: *
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Offset: -7,2
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muzzle7: flame-ne
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Start: 0
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Length: *
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Offset: -7,8
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icon: e4icnh
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Start: 0
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@@ -475,10 +503,38 @@ e5:
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Start: 16
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Length: 4
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Tick: 1600
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muzzle: chem
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muzzle0: chem-n
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Start: 0
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Length: 13
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Facings: 8
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Length: *
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Offset: 1,2
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muzzle1: chem-nw
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Start: 0
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Length: *
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Offset: 8,2
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muzzle2: chem-w
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Start: 0
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Length: *
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Offset: 8,-3
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muzzle3: chem-sw
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Start: 0
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Length: *
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Offset: 7,-6
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muzzle4: chem-s
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Start: 0
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Length: *
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Offset: 1,-6
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muzzle5: chem-se
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Start: 0
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Length: *
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Offset: -5,-6
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muzzle6: chem-e
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Start: 0
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Length: *
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Offset: -7,-3
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muzzle7: chem-ne
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Start: 0
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Length: *
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Offset: -3,2
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icon: e5icnh
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Start: 0
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@@ -101,10 +101,38 @@ ftnk:
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idle:
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Start: 0
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Facings: 32
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muzzle: flame2
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muzzle0: flame-n
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Start: 0
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Length: 13
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Facings: 8
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Length: *
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Offset: 3,8
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muzzle1: flame-nw
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Start: 0
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Length: *
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Offset: 4,6
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muzzle2: flame-w
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Start: 0
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Length: *
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Offset: 7,2
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muzzle3: flame-sw
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Start: 0
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Length: *
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Offset: 3,-2
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muzzle4: flame-s
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Start: 0
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Length: *
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Offset: 1,-2
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muzzle5: flame-se
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Start: 0
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Length: *
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Offset: -3,-1
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muzzle6: flame-e
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Start: 0
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Length: *
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Offset: -6,2
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muzzle7: flame-ne
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Start: 0
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Length: *
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Offset: -5,6
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icon: ftnkicnh
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Start: 0
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