Add UseInfantryDeath option to RenderInfantry trait.
This allows the use of RenderInfantry for units that do not have a Die voice or die sequences. Additionally fixed Wolverine stand and shoot sequences.
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@@ -18,6 +18,7 @@ namespace OpenRA.Mods.RA.Render
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{
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public readonly int MinIdleWaitTicks = 30;
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public readonly int MaxIdleWaitTicks = 110;
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public readonly bool UseInfantryDeath = true;
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public readonly string[] IdleAnimations = { };
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public readonly string[] StandAnimations = { "stand" };
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@@ -130,10 +131,15 @@ namespace OpenRA.Mods.RA.Render
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if (e.Warhead == null)
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return;
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// TODO: Possibly move Die sound out of this Render trait entirely
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if (info.UseInfantryDeath == true)
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{
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Sound.PlayVoice("Die", self, self.Owner.Country.Race);
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SpawnCorpse(self, "die{0}".F(e.Warhead.InfDeath));
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}
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}
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public void SpawnCorpse(Actor self, string sequence)
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{
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self.World.AddFrameEndTask(w =>
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@@ -480,6 +480,7 @@ MMCH:
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RevealsShroud:
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Range: 8c0
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RenderInfantry:
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UseInfantryDeath: false
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Turreted:
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AttackTurreted:
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WithTurret:
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@@ -549,6 +550,7 @@ SMECH:
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Armament:
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Weapon: AssaultCannon
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RenderInfantry:
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UseInfantryDeath: false
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Selectable:
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Voices: Mech
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@@ -117,19 +117,20 @@ gghunt:
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Start: 0
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smech:
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stand: # TODO: slightly glitchy
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Start: 0
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Facings: 8
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ShadowStart: 136
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stand:
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Start: 96
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Facings: -8
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ShadowStart: 232
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run:
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Start: 0
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Facings: -8
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Length: 12
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ShadowStart: 136
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shoot: # TODO: played somehow too fast
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shoot:
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Start: 104
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Length: 4
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Facings: -8
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ShadowStart: 240
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Tick: 100
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icon: smchicon
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Start: 0
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