Use AirstrikePower for spy planes.
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@@ -31,6 +31,7 @@ namespace OpenRA.Mods.RA
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AttackBomberInfo info;
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[Sync] Target target;
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[Sync] bool inAttackRange;
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[Sync] bool facingTarget = true;
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public event Action<Actor> OnRemovedFromWorld = self => { };
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public event Action<Actor> OnEnteredAttackRange = self => { };
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@@ -47,8 +48,14 @@ namespace OpenRA.Mods.RA
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var cp = self.CenterPosition;
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var bombTarget = Target.FromPos(cp - new WVec(0, 0, cp.Z));
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var wasInAttackRange = inAttackRange;
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var wasFacingTarget = facingTarget;
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inAttackRange = false;
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var f = facing.Value.Facing;
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var facingToTarget = Util.GetFacing(target.CenterPosition - self.CenterPosition, f);
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facingTarget = Math.Abs(facingToTarget - f) % 256 <= info.FacingTolerance;
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// Bombs drop anywhere in range
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foreach (var a in Armaments.Where(a => a.Info.Name == info.Bombs))
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{
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@@ -60,9 +67,7 @@ namespace OpenRA.Mods.RA
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}
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// Guns only fire when approaching the target
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var f = facing.Value.Facing;
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var facingToTarget = Util.GetFacing(target.CenterPosition - self.CenterPosition, f);
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if (Math.Abs(facingToTarget - f) % 256 <= info.FacingTolerance)
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if (facingTarget)
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{
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foreach (var a in Armaments.Where(a => a.Info.Name == info.Guns))
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{
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@@ -75,6 +80,10 @@ namespace OpenRA.Mods.RA
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}
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}
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// Actors without armaments may want to trigger an action when it passes the target
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if (!Armaments.Any())
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inAttackRange = !wasInAttackRange && !facingTarget && wasFacingTarget;
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if (inAttackRange && !wasInAttackRange)
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OnEnteredAttackRange(self);
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