fixing bullet offset
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@@ -1,63 +1,64 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Text;
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using System.Text;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.GameRules;
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using IjwFramework.Types;
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using IjwFramework.Types;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game
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namespace OpenRa.Game
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{
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{
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class Bullet
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class Bullet
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{
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{
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public readonly Player Owner;
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public readonly Player Owner;
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readonly Actor FiredBy;
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readonly Actor FiredBy;
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readonly WeaponInfo Weapon;
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readonly WeaponInfo Weapon;
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readonly ProjectileInfo Projectile;
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readonly ProjectileInfo Projectile;
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readonly WarheadInfo Warhead;
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readonly WarheadInfo Warhead;
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readonly int2 Src;
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readonly int2 Src;
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readonly int2 Dest;
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readonly int2 Dest;
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int t = 0;
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int t = 0;
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Animation anim;
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Animation anim;
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const int BaseBulletSpeed = 100; /* pixels / 40ms frame */
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const int BaseBulletSpeed = 100; /* pixels / 40ms frame */
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/* src, dest are *pixel* coords */
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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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public Bullet(string weapon, Player owner, Actor firedBy,
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int2 src, int2 dest, Game game)
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int2 src, int2 dest, Game game)
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{
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{
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Owner = owner;
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Owner = owner;
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FiredBy = firedBy;
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FiredBy = firedBy;
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Src = src;
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Src = src;
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Dest = dest;
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Dest = dest;
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Weapon = Rules.WeaponInfo[weapon];
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Weapon = Rules.WeaponInfo[weapon];
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Projectile = Rules.ProjectileInfo[Weapon.Projectile];
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Projectile = Rules.ProjectileInfo[Weapon.Projectile];
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Warhead = Rules.WarheadInfo[Weapon.Warhead];
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Warhead = Rules.WarheadInfo[Weapon.Warhead];
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anim = new Animation(Projectile.Image);
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anim = new Animation(Projectile.Image);
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anim.PlayRepeating("idle");
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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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int TotalTime() { return (Dest - Src).Length * BaseBulletSpeed / Weapon.Speed; }
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public void Tick(Game game, int dt)
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public void Tick(Game game, int dt)
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{
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{
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if (t == 0)
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if (t == 0)
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game.PlaySound(Weapon.Report + ".aud", false);
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game.PlaySound(Weapon.Report + ".aud", false);
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t += dt;
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t += dt;
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//if (t > TotalTime())
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// t = 0; /* temporary! loop the bullet forever */
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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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}
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public IEnumerable<Pair<Sprite, float2>> Render()
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{
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public IEnumerable<Pair<Sprite, float2>> Render()
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yield return Pair.New(anim.Image,
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{
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float2.Lerp(
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yield return Pair.New(anim.Image,
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Src.ToFloat2(),
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float2.Lerp(
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Dest.ToFloat2(),
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Src.ToFloat2(),
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(float)t / TotalTime()));
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Dest.ToFloat2(),
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}
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(float)t / TotalTime()) - 0.5f * anim.Image.size);
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}
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}
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}
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}
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}
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