From 50fea12a80aeff9d9518ebfef81aa009041e5401 Mon Sep 17 00:00:00 2001 From: Paul Chote Date: Sun, 17 Aug 2014 21:44:43 +1200 Subject: [PATCH] Remove now-redundant AbsoluteSpreadDamageWarhead. --- OpenRA.Mods.RA/OpenRA.Mods.RA.csproj | 1 - .../Warheads/AbsoluteSpreadDamageWarhead.cs | 52 ------------------- 2 files changed, 53 deletions(-) delete mode 100644 OpenRA.Mods.RA/Warheads/AbsoluteSpreadDamageWarhead.cs diff --git a/OpenRA.Mods.RA/OpenRA.Mods.RA.csproj b/OpenRA.Mods.RA/OpenRA.Mods.RA.csproj index 7ac4a7e41e..057f7642ee 100644 --- a/OpenRA.Mods.RA/OpenRA.Mods.RA.csproj +++ b/OpenRA.Mods.RA/OpenRA.Mods.RA.csproj @@ -562,7 +562,6 @@ - diff --git a/OpenRA.Mods.RA/Warheads/AbsoluteSpreadDamageWarhead.cs b/OpenRA.Mods.RA/Warheads/AbsoluteSpreadDamageWarhead.cs deleted file mode 100644 index 012ff5f476..0000000000 --- a/OpenRA.Mods.RA/Warheads/AbsoluteSpreadDamageWarhead.cs +++ /dev/null @@ -1,52 +0,0 @@ -#region Copyright & License Information -/* - * Copyright 2007-2014 The OpenRA Developers (see AUTHORS) - * This file is part of OpenRA, which is free software. It is made - * available to you under the terms of the GNU General Public License - * as published by the Free Software Foundation. For more information, - * see COPYING. - */ -#endregion - -using System; -using System.Collections.Generic; -using System.Linq; -using OpenRA.Effects; -using OpenRA.GameRules; -using OpenRA.Traits; - -namespace OpenRA.Mods.RA -{ - public class AbsoluteSpreadDamageWarhead : DamageWarhead - { - [Desc("Maximum spread of the associated SpreadFactor.")] - public readonly WRange[] Spread = { new WRange(43) }; - - [Desc("What factor to multiply the Damage by for this spread range.", "Each factor specified must have an associated Spread defined.")] - public readonly float[] SpreadFactor = { 1f }; - - public override void DoImpact(WPos pos, Actor firedBy, IEnumerable damageModifiers) - { - var world = firedBy.World; - - for (var i = 0; i < Spread.Length; i++) - { - var currentSpread = Spread[i]; - var currentFactor = SpreadFactor[i]; - var previousSpread = WRange.Zero; - if (i > 0) - previousSpread = Spread[i - 1]; - if (currentFactor <= 0f) - continue; - - var hitActors = world.FindActorsInCircle(pos, currentSpread); - if (previousSpread.Range > 0) - hitActors.Except(world.FindActorsInCircle(pos, previousSpread)); - - // TODO: Keep currentFactor as int from the start - foreach (var victim in hitActors) - DoImpact(victim, firedBy, damageModifiers.Append((int)(currentFactor * 100))); - } - } - } -}