categorize traits better
This commit is contained in:
170
OpenRa.Game/Traits/SupportPowers/ChronoshiftPower.cs
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170
OpenRa.Game/Traits/SupportPowers/ChronoshiftPower.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Drawing;
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using OpenRa.Orders;
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namespace OpenRa.Traits
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{
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class ChronoshiftPowerInfo : SupportPowerInfo
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{
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public readonly float Duration = 0f;
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public readonly bool KillCargo = true;
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public override object Create(Actor self) { return new ChronoshiftPower(self,this); }
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}
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class ChronoshiftPower : SupportPower, IResolveOrder
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{
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public ChronoshiftPower(Actor self, ChronoshiftPowerInfo info) : base(self, info) { }
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protected override void OnBeginCharging() { Sound.PlayToPlayer(Owner, "chrochr1.aud"); }
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protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, "chrordy1.aud"); }
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protected override void OnActivate()
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{
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Game.controller.orderGenerator = new SelectTarget();
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Sound.Play("slcttgt1.aud");
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "ChronosphereSelect" && self.Owner == self.World.LocalPlayer)
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{
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Game.controller.orderGenerator = new SelectDestination(order.TargetActor);
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}
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if (order.OrderString == "ChronosphereActivate")
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{
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if (self.Owner == self.World.LocalPlayer)
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Game.controller.CancelInputMode();
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// Cannot chronoshift into unexplored location
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if (!self.Owner.Shroud.IsExplored(order.TargetLocation))
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return;
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// Ensure the target cell is valid for the unit
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var movement = order.TargetActor.traits.GetOrDefault<IMovement>();
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if (!movement.CanEnterCell(order.TargetLocation))
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return;
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var chronosphere = self.World.Queries
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.OwnedBy[self.Owner]
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.WithTrait<Chronosphere>()
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.Select(x=>x.Actor).FirstOrDefault();
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bool success = order.TargetActor.traits.Get<Chronoshiftable>().Activate(order.TargetActor,
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order.TargetLocation,
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(int)((Info as ChronoshiftPowerInfo).Duration * 25 * 60),
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(Info as ChronoshiftPowerInfo).KillCargo,
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chronosphere);
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if (success)
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{
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Sound.Play("chrono2.aud");
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// Trigger screen desaturate effect
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foreach (var a in self.World.Queries.WithTrait<ChronoshiftPaletteEffect>())
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a.Trait.DoChronoshift();
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if (chronosphere != null)
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chronosphere.traits.Get<RenderBuilding>().PlayCustomAnim(chronosphere, "active");
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}
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FinishActivate();
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}
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}
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class SelectTarget : IOrderGenerator
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{
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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Game.controller.CancelInputMode();
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return OrderInner(world, xy, mi);
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}
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var underCursor = world.FindUnitsAtMouse(mi.Location)
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.Where(a => a.Owner != null && a.traits.Contains<Chronoshiftable>()
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&& a.traits.Contains<Selectable>()).FirstOrDefault();
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if (underCursor != null)
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yield return new Order("ChronosphereSelect", world.LocalPlayer.PlayerActor, underCursor);
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}
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yield break;
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}
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public void Tick( World world )
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{
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var hasChronosphere = world.Queries.OwnedBy[world.LocalPlayer]
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.WithTrait<Chronosphere>()
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.Any();
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if (!hasChronosphere)
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Game.controller.CancelInputMode();
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// TODO: Check if the selected unit is still alive
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}
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public void Render( World world ) { }
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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mi.Button = MouseButton.Left;
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return OrderInner(world, xy, mi).Any()
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? "chrono-select" : "move-blocked";
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}
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}
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class SelectDestination : IOrderGenerator
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{
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Actor self;
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public SelectDestination(Actor self) { this.self = self; }
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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{
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Game.controller.CancelInputMode();
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yield break;
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}
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yield return new Order("ChronosphereActivate", world.LocalPlayer.PlayerActor, self, xy);
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}
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public void Tick(World world)
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{
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var hasChronosphere = world.Queries.OwnedBy[world.LocalPlayer]
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.WithTrait<Chronosphere>()
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.Any();
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if (!hasChronosphere)
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Game.controller.CancelInputMode();
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// TODO: Check if the selected unit is still alive
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}
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public void Render(World world)
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{
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world.WorldRenderer.DrawSelectionBox(self, Color.Red, true);
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}
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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if (!world.LocalPlayer.Shroud.IsExplored(xy))
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return "move-blocked";
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var movement = self.traits.GetOrDefault<IMovement>();
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return (movement.CanEnterCell(xy)) ? "chrono-target" : "move-blocked";
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}
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}
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}
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// tag trait to identify the building
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class ChronosphereInfo : StatelessTraitInfo<Chronosphere> { }
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public class Chronosphere { }
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}
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70
OpenRa.Game/Traits/SupportPowers/CrateSpawnPower.cs
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70
OpenRa.Game/Traits/SupportPowers/CrateSpawnPower.cs
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@@ -0,0 +1,70 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Orders;
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namespace OpenRa.Traits
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{
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class CrateSpawnPowerInfo : SupportPowerInfo
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{
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public readonly float Duration = 0f;
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public override object Create(Actor self) { return new CrateSpawnPower(self, this); }
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}
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class CrateSpawnPower : SupportPower, IResolveOrder
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{
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public CrateSpawnPower(Actor self, CrateSpawnPowerInfo info) : base(self, info) { }
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protected override void OnActivate()
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{
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Game.controller.orderGenerator = new SelectTarget();
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "SpawnCrate")
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{
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self.World.AddFrameEndTask(
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w => w.CreateActor("crate", order.TargetLocation, self.Owner));
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Game.controller.CancelInputMode();
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FinishActivate();
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}
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}
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class SelectTarget : IOrderGenerator
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{
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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Game.controller.CancelInputMode();
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return OrderInner(world, xy, mi);
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}
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var underCursor = world.FindUnitsAtMouse(mi.Location).FirstOrDefault();
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if (underCursor == null)
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yield return new Order("SpawnCrate", world.LocalPlayer.PlayerActor, xy);
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}
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yield break;
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}
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public void Tick(World world) { }
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public void Render(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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mi.Button = MouseButton.Left;
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return OrderInner(world, xy, mi).Any()
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? "ability" : "move-blocked";
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}
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}
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}
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}
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88
OpenRa.Game/Traits/SupportPowers/NukePower.cs
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88
OpenRa.Game/Traits/SupportPowers/NukePower.cs
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@@ -0,0 +1,88 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRa.Orders;
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namespace OpenRa.Traits
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{
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class NukePowerInfo : SupportPowerInfo
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{
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public override object Create(Actor self) { return new NukePower(self, this); }
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}
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class NukePower : SupportPower, IResolveOrder
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{
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public NukePower(Actor self, NukePowerInfo info) : base(self, info) { }
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protected override void OnBeginCharging() { Sound.PlayToPlayer(Owner, "aprep1.aud"); }
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protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, "aready1.aud"); }
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protected override void OnActivate()
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{
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Game.controller.orderGenerator = new SelectTarget();
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Sound.Play("slcttgt1.aud");
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "NuclearMissile")
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{
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var silo = self.World.Queries.OwnedBy[self.Owner]
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.Where(a => a.traits.Contains<NukeSilo>())
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.FirstOrDefault();
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if (silo != null)
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silo.traits.Get<RenderBuilding>().PlayCustomAnim(silo, "active");
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Owner.World.AddFrameEndTask(w =>
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{
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// Play to everyone but the current player
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if (Owner != Owner.World.LocalPlayer)
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Sound.Play("alaunch1.aud");
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// TODO: FIRE ZE MISSILES
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//w.Add(new NukeLaunch(silo));
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});
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Game.controller.CancelInputMode();
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FinishActivate();
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}
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}
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class SelectTarget : IOrderGenerator
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{
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public SelectTarget() { }
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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Game.controller.CancelInputMode();
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return OrderInner(world, xy, mi);
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}
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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yield return new Order("NuclearMissile", world.LocalPlayer.PlayerActor, xy);
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yield break;
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}
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public void Tick(World world)
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{
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var hasStructure = world.Queries.OwnedBy[world.LocalPlayer]
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.WithTrait<NukeSilo>()
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.Any();
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if (!hasStructure)
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Game.controller.CancelInputMode();
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}
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public void Render(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi) { return "nuke"; }
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}
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}
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// tag trait for the building
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class NukeSiloInfo : StatelessTraitInfo<NukeSilo> { }
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class NukeSilo { }
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}
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132
OpenRa.Game/Traits/SupportPowers/SupportPower.cs
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132
OpenRa.Game/Traits/SupportPowers/SupportPower.cs
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@@ -0,0 +1,132 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Traits
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{
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public abstract class SupportPowerInfo : ITraitInfo
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{
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public readonly bool RequiresPower = true;
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public readonly bool OneShot = false;
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public readonly float ChargeTime = 0;
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public readonly string Image = null;
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public readonly string Description = "";
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public readonly string LongDesc = "";
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public readonly string[] Prerequisites = { };
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public readonly int TechLevel = -1;
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public readonly bool GivenAuto = true;
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public abstract object Create(Actor self);
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}
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public class SupportPower : ITick
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{
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public readonly SupportPowerInfo Info;
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public int RemainingTime { get; private set; }
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public int TotalTime { get { return (int)(Info.ChargeTime * 60 * 25); } }
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public bool IsUsed;
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public bool IsAvailable;
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public bool IsReady { get { return RemainingTime == 0; } }
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public readonly Player Owner;
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bool notifiedCharging;
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bool notifiedReady;
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public SupportPower(Actor self, SupportPowerInfo info)
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{
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Info = info;
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RemainingTime = TotalTime;
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Owner = self.Owner;
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}
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public void Tick(Actor self)
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{
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if (Info.OneShot && IsUsed)
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return;
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var buildings = Rules.TechTree.GatherBuildings(self.Owner);
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var effectivePrereq = Info.Prerequisites
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.Select(a => a.ToLowerInvariant())
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.Where(a => Rules.Info[a].Traits.Get<BuildableInfo>().Owner.Contains(self.Owner.Race));
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if (Info.GivenAuto)
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{
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IsAvailable = Info.TechLevel > -1
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&& effectivePrereq.Any()
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&& effectivePrereq.All(a => buildings[a].Count > 0);
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}
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if (IsAvailable && (!Info.RequiresPower || IsPowered()))
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{
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if (RemainingTime > 0) --RemainingTime;
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if (!notifiedCharging)
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{
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OnBeginCharging();
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notifiedCharging = true;
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}
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}
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if (RemainingTime == 0
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&& !notifiedReady)
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{
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OnFinishCharging();
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notifiedReady = true;
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}
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}
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bool IsPowered()
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{
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var buildings = Rules.TechTree.GatherBuildings(Owner);
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var effectivePrereq = Info.Prerequisites
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.Select(a => a.ToLowerInvariant())
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.Where(a => Rules.Info[a].Traits.Get<BuildableInfo>().Owner.Contains(Owner.Race));
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if (Info.Prerequisites.Count() == 0)
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return Owner.GetPowerState() == PowerState.Normal;
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return effectivePrereq.Any() &&
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effectivePrereq.All(a => buildings[a].Any(b => !b.traits.Get<Building>().Disabled));
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}
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public void FinishActivate()
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{
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if (Info.OneShot)
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{
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IsUsed = true;
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IsAvailable = false;
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}
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RemainingTime = TotalTime;
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notifiedReady = false;
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notifiedCharging = false;
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}
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public void Give(float charge)
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{
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IsAvailable = true;
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IsUsed = false;
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RemainingTime = (int)(charge * TotalTime);
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}
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protected virtual void OnBeginCharging() { }
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protected virtual void OnFinishCharging() { }
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protected virtual void OnActivate() { }
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public void Activate()
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{
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if (!IsAvailable || !IsReady)
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{
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Sound.Play("briefing.aud");
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return;
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}
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if (Info.RequiresPower && !IsPowered())
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{
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Sound.Play("nopowr1.aud");
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return;
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}
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OnActivate();
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}
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}
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}
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Reference in New Issue
Block a user