Remove now-redundant AbsoluteSpreadDamageWarhead.

This commit is contained in:
Paul Chote
2014-08-17 21:44:43 +12:00
parent 97c28e1353
commit 50fea12a80
2 changed files with 0 additions and 53 deletions

View File

@@ -562,7 +562,6 @@
<Compile Include="GainsStatUpgrades.cs" /> <Compile Include="GainsStatUpgrades.cs" />
<Compile Include="Player\Extensions.cs" /> <Compile Include="Player\Extensions.cs" />
<Compile Include="ServerTraits\LobbySettingsNotification.cs" /> <Compile Include="ServerTraits\LobbySettingsNotification.cs" />
<Compile Include="Warheads\AbsoluteSpreadDamageWarhead.cs" />
<Compile Include="Warheads\HealthPercentageDamageWarhead.cs" /> <Compile Include="Warheads\HealthPercentageDamageWarhead.cs" />
<Compile Include="Warheads\PerCellDamageWarhead.cs" /> <Compile Include="Warheads\PerCellDamageWarhead.cs" />
<Compile Include="Warheads\SpreadDamageWarhead.cs" /> <Compile Include="Warheads\SpreadDamageWarhead.cs" />

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@@ -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<int> 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)));
}
}
}
}