Remove Explosion effect and use SpriteEffect instead
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@@ -1,44 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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namespace OpenRA.Mods.Common.Effects
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{
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public class Explosion : IEffect
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{
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readonly World world;
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readonly string palette;
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readonly Animation anim;
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WPos pos;
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public Explosion(World world, WPos pos, string image, string sequence, string palette)
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{
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this.world = world;
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this.pos = pos;
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this.palette = palette;
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anim = new Animation(world, image);
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anim.PlayThen(sequence, () => world.AddFrameEndTask(w => w.Remove(this)));
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}
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public void Tick(World world) { anim.Tick(); }
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (world.FogObscures(pos))
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return SpriteRenderable.None;
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return anim.Render(pos, wr.Palette(palette));
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}
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}
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}
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@@ -152,7 +152,6 @@
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<Compile Include="Effects\ContrailFader.cs" />
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<Compile Include="Effects\ContrailFader.cs" />
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<Compile Include="Effects\Corpse.cs" />
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<Compile Include="Effects\Corpse.cs" />
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<Compile Include="Effects\CrateEffect.cs" />
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<Compile Include="Effects\CrateEffect.cs" />
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<Compile Include="Effects\Explosion.cs" />
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<Compile Include="Effects\FloatingText.cs" />
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<Compile Include="Effects\FloatingText.cs" />
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<Compile Include="Effects\GravityBomb.cs" />
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<Compile Include="Effects\GravityBomb.cs" />
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<Compile Include="Effects\LaserZap.cs" />
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<Compile Include="Effects\LaserZap.cs" />
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@@ -73,7 +73,7 @@ namespace OpenRA.Mods.Common.Traits
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var sequence = terrain.IsWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
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var sequence = terrain.IsWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
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var palette = terrain.IsWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
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var palette = terrain.IsWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
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if (sequence != null && palette != null)
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if (sequence != null && palette != null)
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self.World.AddFrameEndTask(w => w.Add(new Explosion(w, self.OccupiesSpace.CenterPosition, info.Image, sequence, palette)));
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(self.OccupiesSpace.CenterPosition, w, info.Image, sequence, palette)));
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self.Kill(self);
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self.Kill(self);
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}
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}
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@@ -58,7 +58,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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void SpawnExplosions(World world, IEnumerable<CPos> cells)
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void SpawnExplosions(World world, IEnumerable<CPos> cells)
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{
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{
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foreach (var c in cells)
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foreach (var c in cells)
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world.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(c), info.Image, info.Sequences.Random(w.SharedRandom), info.Palette)));
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(w.Map.CenterOfCell(c), w, info.Image, info.Sequences.Random(w.SharedRandom), info.Palette)));
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}
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}
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}
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}
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}
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}
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@@ -111,7 +111,7 @@ namespace OpenRA.Mods.Common.Warheads
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var explosion = Explosions.RandomOrDefault(Game.CosmeticRandom);
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var explosion = Explosions.RandomOrDefault(Game.CosmeticRandom);
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if (Image != null && explosion != null)
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if (Image != null && explosion != null)
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world.AddFrameEndTask(w => w.Add(new Explosion(w, pos, Image, explosion, palette)));
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, w, Image, explosion, palette)));
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var impactSound = ImpactSounds.RandomOrDefault(Game.CosmeticRandom);
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var impactSound = ImpactSounds.RandomOrDefault(Game.CosmeticRandom);
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if (impactSound != null)
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if (impactSound != null)
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