homing weapons more or less work now
This commit is contained in:
91
OpenRa.Game/Effects/Bullet.cs
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91
OpenRa.Game/Effects/Bullet.cs
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using System;
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using System.Collections.Generic;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Effects
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{
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class Bullet : IEffect
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{
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readonly Player Owner;
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readonly Actor FiredBy;
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readonly WeaponInfo Weapon;
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readonly ProjectileInfo Projectile;
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readonly WarheadInfo Warhead;
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readonly int2 Src;
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readonly int2 Dest;
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readonly int2 VisualDest;
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int t = 0;
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Animation anim;
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const int BaseBulletSpeed = 100; /* pixels / 40ms frame */
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/* src, dest are *pixel* coords */
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public Bullet(string weapon, Player owner, Actor firedBy,
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int2 src, int2 dest)
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{
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Owner = owner;
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FiredBy = firedBy;
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Src = src;
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Dest = dest;
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VisualDest = Dest + new int2(
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Game.CosmeticRandom.Next(-10, 10),
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Game.CosmeticRandom.Next(-10, 10));
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Weapon = Rules.WeaponInfo[weapon];
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Projectile = Rules.ProjectileInfo[Weapon.Projectile];
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Warhead = Rules.WarheadInfo[Weapon.Warhead];
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if (Projectile.Image != null && Projectile.Image != "none")
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{
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anim = new Animation(Projectile.Image);
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if (Projectile.Rotates)
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Traits.Util.PlayFacing(anim, "idle", () => Traits.Util.GetFacing((dest - src).ToFloat2(), 0));
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else
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anim.PlayRepeating("idle");
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}
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}
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int TotalTime() { return (Dest - Src).Length * BaseBulletSpeed / Weapon.Speed; }
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public void Tick()
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{
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if (t == 0)
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Sound.Play(Weapon.Report + ".aud");
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t += 40;
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if (t > TotalTime()) /* remove finished bullets */
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{
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Game.world.AddFrameEndTask(w => w.Remove(this));
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Combat.DoImpact(Dest, VisualDest, Weapon, Projectile, Warhead, FiredBy);
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}
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}
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const float height = .1f;
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public IEnumerable<Tuple<Sprite, float2, int>> Render()
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{
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if (anim != null)
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{
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var pos = float2.Lerp(
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Src.ToFloat2(),
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VisualDest.ToFloat2(),
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(float)t / TotalTime()) - 0.5f * anim.Image.size;
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if (Projectile.High || Projectile.Arcing)
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{
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if (Projectile.Shadow)
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yield return Tuple.New(anim.Image, pos, 8);
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var at = (float)t / TotalTime();
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var highPos = pos - new float2(0, (VisualDest - Src).Length * height * 4 * at * (1 - at));
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yield return Tuple.New(anim.Image, highPos, Owner.Palette);
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}
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else
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yield return Tuple.New(anim.Image, pos, Owner.Palette);
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}
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}
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}
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}
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29
OpenRa.Game/Effects/Explosion.cs
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29
OpenRa.Game/Effects/Explosion.cs
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using System.Collections.Generic;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Effects
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{
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class Explosion : IEffect
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{
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Animation anim;
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int2 pos;
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public Explosion(int2 pixelPos, int style, bool isWater)
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{
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this.pos = pixelPos;
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var variantSuffix = isWater ? "w" : "";
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anim = new Animation("explosion");
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anim.PlayThen(style.ToString() + variantSuffix,
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() => Game.world.AddFrameEndTask(w => w.Remove(this)));
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}
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public void Tick() { anim.Tick(); }
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public IEnumerable<Tuple<Sprite, float2, int>> Render()
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{
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yield return Tuple.New(anim.Image, pos.ToFloat2() - 0.5f * anim.Image.size, 0);
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}
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public Player Owner { get { return null; } }
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}
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}
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11
OpenRa.Game/Effects/IEffect.cs
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11
OpenRa.Game/Effects/IEffect.cs
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using System.Collections.Generic;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Effects
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{
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interface IEffect
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{
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void Tick();
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IEnumerable<Tuple<Sprite, float2, int>> Render();
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}
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}
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89
OpenRa.Game/Effects/Missile.cs
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89
OpenRa.Game/Effects/Missile.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game.Effects
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{
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class Missile : IEffect
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{
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readonly Player Owner;
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readonly Actor FiredBy;
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readonly WeaponInfo Weapon;
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readonly ProjectileInfo Projectile;
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readonly WarheadInfo Warhead;
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float2 Pos;
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readonly Actor Target;
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readonly Animation anim;
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int Facing;
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int t;
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public Missile(string weapon, Player owner, Actor firedBy,
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int2 src, Actor target)
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{
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Weapon = Rules.WeaponInfo[weapon];
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Projectile = Rules.ProjectileInfo[Weapon.Projectile];
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Warhead = Rules.WarheadInfo[Weapon.Warhead];
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FiredBy = firedBy;
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Owner = owner;
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Target = target;
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Pos = src.ToFloat2();
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/* todo: initial facing should be turret facing, or unit facing if we're not turreted */
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Facing = Traits.Util.GetFacing( Target.CenterLocation - src.ToFloat2(), 0 );
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if (Projectile.Image != null && Projectile.Image != "none")
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{
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anim = new Animation(Projectile.Image);
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if (Projectile.Rotates)
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Traits.Util.PlayFacing(anim, "idle", () => Facing);
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else
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anim.PlayRepeating("idle");
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}
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}
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const int MissileCloseEnough = 7;
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const float Scale = .3f;
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public void Tick()
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{
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if (t == 0)
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Sound.Play(Weapon.Report + ".aud");
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t += 40;
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Traits.Util.TickFacing(ref Facing,
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Traits.Util.GetFacing(Target.CenterLocation - Pos, Facing),
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Projectile.ROT);
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anim.Tick();
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var dist = Target.CenterLocation - Pos;
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if (dist.LengthSquared < MissileCloseEnough * MissileCloseEnough || Target.IsDead)
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{
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Game.world.AddFrameEndTask(w => w.Remove(this));
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if (t > Projectile.Arm * 40) /* don't blow up in our launcher's face! */
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Combat.DoImpact(Pos.ToInt2(), Pos.ToInt2(), Weapon, Projectile, Warhead, FiredBy);
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return;
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}
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var move = (Scale * Weapon.Speed / dist.Length) * dist;
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Pos += move;
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if (Projectile.Animates)
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Game.world.AddFrameEndTask(w => w.Add(new Smoke((Pos - 1.5f * move).ToInt2())));
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// todo: running out of fuel
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// todo: turbo boost vs aircraft
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}
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public IEnumerable<Tuple<Sprite, float2, int>> Render()
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{
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yield return Tuple.New(anim.Image, Pos - 0.5f * anim.Image.size, 0);
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}
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}
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}
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32
OpenRa.Game/Effects/Smoke.cs
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32
OpenRa.Game/Effects/Smoke.cs
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@@ -0,0 +1,32 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Effects
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{
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class Smoke : IEffect
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{
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readonly int2 pos;
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readonly Animation anim = new Animation("smokey");
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public Smoke(int2 pos)
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{
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this.pos = pos;
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anim.PlayThen("idle",
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() => Game.world.AddFrameEndTask(
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w => w.Remove(this)));
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}
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public void Tick()
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{
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anim.Tick();
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}
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public IEnumerable<Tuple<Sprite, float2, int>> Render()
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{
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yield return Tuple.New(anim.Image, pos.ToFloat2() - .5f * anim.Image.size, 0);
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}
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}
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}
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