Bridge can now define DemolishWeapon. Defaults to previous "Demolish".
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@@ -38,6 +38,9 @@ namespace OpenRA.Mods.RA
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public readonly int[] NorthOffset = null;
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public readonly int[] NorthOffset = null;
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public readonly int[] SouthOffset = null;
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public readonly int[] SouthOffset = null;
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[Desc("The name of the weapon to use when demolishing the bridge")]
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public readonly string DemolishWeapon = "Demolish";
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public object Create(ActorInitializer init) { return new Bridge(init.self, this); }
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public object Create(ActorInitializer init) { return new Bridge(init.self, this); }
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public IEnumerable<Pair<ushort, float>> Templates
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public IEnumerable<Pair<ushort, float>> Templates
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@@ -295,7 +298,7 @@ namespace OpenRA.Mods.RA
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var initialDamage = Health.DamageState;
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var initialDamage = Health.DamageState;
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self.World.AddFrameEndTask(w =>
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self.World.AddFrameEndTask(w =>
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{
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{
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var weapon = saboteur.World.Map.Rules.Weapons["demolish"];
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var weapon = saboteur.World.Map.Rules.Weapons[Info.DemolishWeapon.ToLowerInvariant()];
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weapon.Impact(self.CenterPosition, saboteur, 1f);
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weapon.Impact(self.CenterPosition, saboteur, 1f);
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self.World.WorldActor.Trait<ScreenShaker>().AddEffect(15, self.CenterPosition, 6);
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self.World.WorldActor.Trait<ScreenShaker>().AddEffect(15, self.CenterPosition, 6);
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self.Kill(saboteur);
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self.Kill(saboteur);
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