Convert weapon plumbing to use integer damage modifiers.
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.RA
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[Desc("Size of the area. Damage will be applied to this area.")]
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public readonly int[] Size = { 0, 0 };
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public override void DoImpact(WPos pos, Actor firedBy, float firepowerModifier)
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public override void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(pos);
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@@ -31,27 +31,25 @@ namespace OpenRA.Mods.RA
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foreach (var t in affectedTiles)
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foreach (var victim in world.ActorMap.GetUnitsAt(t))
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DoImpact(victim, firedBy, firepowerModifier);
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DoImpact(victim, firedBy, damageModifiers);
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}
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public override void DoImpact(Actor victim, Actor firedBy, float firepowerModifier)
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public override void DoImpact(Actor victim, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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if (IsValidAgainst(victim, firedBy))
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{
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var damage = GetDamageToInflict(victim, firedBy, firepowerModifier);
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var damage = GetDamageToInflict(victim, firedBy, damageModifiers);
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victim.InflictDamage(firedBy, damage, this);
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}
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}
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public int GetDamageToInflict(Actor target, Actor firedBy, float modifier)
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public int GetDamageToInflict(Actor target, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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var healthInfo = target.Info.Traits.GetOrDefault<HealthInfo>();
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if (healthInfo == null)
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return 0;
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var rawDamage = (float)Damage;
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return (int)(rawDamage * modifier * EffectivenessAgainst(target.Info));
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return Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(EffectivenessAgainst(target.Info)));
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}
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}
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}
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