cnc fixes:
* Hardcoded audio crashes * Implemented remaining vehicles * Fix weapon stats
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84
OpenRA.Mods.Cnc/Cloak.cs
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84
OpenRA.Mods.Cnc/Cloak.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc
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{
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class CloakInfo : ITraitInfo
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{
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public readonly float CloakDelay = 1.2f; // Seconds
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public readonly string CloakSound = "appear1.aud";
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public readonly string UncloakSound = "appear1.aud";
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public object Create(Actor self) { return new Cloak(self); }
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}
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class Cloak : IRenderModifier, INotifyAttack, ITick
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{
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[Sync]
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int remainingUncloakTime = 2; /* setup for initial cloak */
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Actor self;
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public Cloak(Actor self)
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{
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this.self = self;
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}
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public void Attacking(Actor self)
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{
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if (remainingUncloakTime <= 0)
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OnCloak();
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remainingUncloakTime = (int)(self.Info.Traits.Get<CloakInfo>().CloakDelay * 25);
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}
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public IEnumerable<Renderable>
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ModifyRender(Actor self, IEnumerable<Renderable> rs)
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{
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if (remainingUncloakTime > 0)
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return rs;
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if (self.Owner == self.World.LocalPlayer)
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return rs.Select(a => a.WithPalette("shadow"));
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else
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return new Renderable[] { };
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}
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public void Tick(Actor self)
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{
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if (remainingUncloakTime > 0)
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if (--remainingUncloakTime <= 0)
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OnUncloak();
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}
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void OnCloak()
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{
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Sound.Play(self.Info.Traits.Get<CloakInfo>().CloakSound);
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}
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void OnUncloak()
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{
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Sound.Play(self.Info.Traits.Get<CloakInfo>().UncloakSound);
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}
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}
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}
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -48,6 +48,7 @@
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<Compile Include="ProductionAirdrop.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="TiberiumRefinery.cs" />
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<Compile Include="Cloak.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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@@ -63,7 +64,7 @@
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<Name>OpenRA.Mods.RA</Name>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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