Change DamageState names
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@@ -168,7 +168,7 @@ namespace OpenRA.Mods.RA
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}
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var ds = Health.DamageState;
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currentTemplate = (ds == DamageState.Half && Info.DamagedTemplate > 0) ? Info.DamagedTemplate :
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currentTemplate = (ds == DamageState.Heavy && Info.DamagedTemplate > 0) ? Info.DamagedTemplate :
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(ds == DamageState.Dead && Info.DestroyedTemplate > 0) ? Info.DestroyedTemplate : Info.Template;
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if (Info.Long && ds == DamageState.Dead)
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@@ -63,10 +63,10 @@ namespace OpenRA.Mods.RA.Render
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switch( e.DamageState )
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{
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case DamageState.ThreeQuarter: case DamageState.Normal: case DamageState.Undamaged:
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case DamageState.Medium: case DamageState.Light: case DamageState.Undamaged:
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anim.ReplaceAnim("idle");
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break;
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case DamageState.Half: case DamageState.Quarter:
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case DamageState.Heavy: case DamageState.Critical:
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anim.ReplaceAnim("damaged-idle");
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Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound, self.CenterLocation);
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break;
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@@ -35,10 +35,10 @@ namespace OpenRA.Mods.RA.Render
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switch( e.DamageState )
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{
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case DamageState.ThreeQuarter: case DamageState.Normal: case DamageState.Undamaged:
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case DamageState.Medium: case DamageState.Light: case DamageState.Undamaged:
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anim.ReplaceAnim("idle");
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break;
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case DamageState.Half: case DamageState.Quarter:
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case DamageState.Heavy: case DamageState.Critical:
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anim.ReplaceAnim("damaged-idle");
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Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound, self.CenterLocation);
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break;
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@@ -39,18 +39,18 @@ namespace OpenRA.Mods.RA.Render
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switch (e.DamageState)
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{
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case DamageState.Normal:
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case DamageState.Light:
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seqName = "idle";
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break;
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case DamageState.ThreeQuarter:
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case DamageState.Medium:
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if (numStates >= 4)
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seqName = "minor-damaged-idle";
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break;
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case DamageState.Half:
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case DamageState.Heavy:
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seqName = "damaged-idle";
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Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound, self.CenterLocation);
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break;
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case DamageState.Quarter:
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case DamageState.Critical:
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if (numStates >= 3)
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{
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seqName = "critical-idle";
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@@ -27,7 +27,7 @@ namespace OpenRA.Mods.RA.Render
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string GetPrefix(Actor self)
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{
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return self.GetDamageState() <= DamageState.Half ? "damaged-" : "";
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return self.GetDamageState() <= DamageState.Heavy ? "damaged-" : "";
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}
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public RenderWarFactory(Actor self)
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@@ -57,10 +57,10 @@ namespace OpenRA.Mods.RA.Render
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switch( e.DamageState )
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{
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case DamageState.ThreeQuarter: case DamageState.Normal: case DamageState.Undamaged:
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case DamageState.Medium: case DamageState.Light: case DamageState.Undamaged:
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roof.ReplaceAnim(roof.CurrentSequence.Name.Replace("damaged-",""));
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break;
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case DamageState.Half: case DamageState.Quarter:
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case DamageState.Heavy: case DamageState.Critical:
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roof.ReplaceAnim("damaged-" + roof.CurrentSequence.Name);
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break;
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}
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.RA.Render
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageState > DamageState.Half) return;
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if (e.DamageState > DamageState.Heavy) return;
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if (isSmoking) return;
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isSmoking = true;
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