rename WDist.Range to WDist.Length
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@@ -46,10 +46,10 @@ namespace OpenRA.Mods.D2k.Traits
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int GetNoisePercentageAtDistance(int distance)
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{
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var inner = Info.Range[0].Range;
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var inner = Info.Range[0].Length;
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for (var i = 1; i < Info.Range.Length; i++)
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{
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var outer = Info.Range[i].Range;
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var outer = Info.Range[i].Length;
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if (outer > distance)
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return int2.Lerp(Info.Falloff[i - 1], Info.Falloff[i], distance - inner, outer - inner);
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@@ -68,7 +68,7 @@ namespace OpenRA.Mods.D2k.Traits
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var length = distance.Length;
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// Actor is too far to hear anything.
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if (length > Info.Range[Info.Range.Length - 1].Range)
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if (length > Info.Range[Info.Range.Length - 1].Length)
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return WVec.Zero;
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var direction = 1024 * distance / length;
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@@ -91,7 +91,7 @@ namespace OpenRA.Mods.D2k.Traits
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// If aircraft, spawn at cruise altitude
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var aircraftInfo = self.World.Map.Rules.Actors[deliveringActorName.ToLower()].Traits.GetOrDefault<AircraftInfo>();
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if (aircraftInfo != null)
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spawn += new WVec(0, 0, aircraftInfo.CruiseAltitude.Range);
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spawn += new WVec(0, 0, aircraftInfo.CruiseAltitude.Length);
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// Create delivery actor
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carrier = self.World.CreateActor(false, deliveringActorName, new TypeDictionary
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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.D2k.Traits
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// If aircraft, spawn at cruise altitude
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var aircraftInfo = producee.Traits.GetOrDefault<AircraftInfo>();
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if (aircraftInfo != null)
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pos += new WVec(0, 0, aircraftInfo.CruiseAltitude.Range);
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pos += new WVec(0, 0, aircraftInfo.CruiseAltitude.Length);
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var initialFacing = self.World.Map.FacingBetween(location, self.Location, 0);
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@@ -204,7 +204,7 @@ namespace OpenRA.Mods.D2k.Traits
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if (anim != null && !self.World.FogObscures(self))
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{
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anim.Tick();
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var renderables = anim.Render(self.CenterPosition + new WVec(0, 0, -carryHeight.Range),
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var renderables = anim.Render(self.CenterPosition + new WVec(0, 0, -carryHeight.Length),
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wr.Palette("player" + Carrying.Owner.InternalName));
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foreach (var rr in renderables)
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@@ -39,7 +39,7 @@ namespace OpenRA.Mods.D2k.Traits
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{
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var wep = self.World.Map.Rules.Weapons[name.ToLowerInvariant()];
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var pieces = self.World.SharedRandom.Next(info.Pieces[0], info.Pieces[1]);
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var range = self.World.SharedRandom.Next(info.Range[0].Range, info.Range[1].Range);
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var range = self.World.SharedRandom.Next(info.Range[0].Length, info.Range[1].Length);
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for (var i = 0; pieces > i; i++)
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{
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