sub stays uncloaked for 2s; submarine/cloak traits merged, since they do the same thing
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@@ -292,7 +292,6 @@
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<Compile Include="Traits\World\ScreenShaker.cs" />
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<Compile Include="Traits\LineBuild.cs" />
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<Compile Include="Traits\World\Theater.cs" />
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<Compile Include="Traits\Cloak.cs" />
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<Compile Include="Widgets\WidgetLoader.cs" />
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<Compile Include="Widgets\ButtonWidget.cs" />
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<Compile Include="Widgets\Widget.cs" />
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@@ -1,82 +0,0 @@
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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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namespace OpenRA.Traits
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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, self.CenterLocation);
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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, self.CenterLocation);
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}
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}
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}
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@@ -23,31 +23,33 @@ using System.Linq;
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namespace OpenRA.Traits
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{
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class SubmarineInfo : ITraitInfo
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class CloakInfo : ITraitInfo
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{
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public readonly float SubmergeDelay = 1.2f; // Seconds
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public readonly string SubmergeSound = "subshow1.aud";
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public readonly string SurfaceSound = "subshow1.aud";
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public object Create(Actor self) { return new Submarine(self); }
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public readonly float InitialDelay = .4f; // seconds
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public readonly float CloakDelay = 1.2f; // Seconds
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public readonly string CloakSound = "subshow1.aud";
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public readonly string UncloakSound = "subshow1.aud";
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public object Create(Actor self) { return new Cloak(self); }
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}
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class Submarine : IRenderModifier, INotifyAttack, ITick, INotifyDamage
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class Cloak : IRenderModifier, INotifyAttack, ITick, INotifyDamage
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{
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[Sync]
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int remainingSurfaceTime = 2; /* setup for initial dive */
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int remainingTime;
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Actor self;
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public Submarine(Actor self)
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public Cloak(Actor self)
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{
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remainingTime = (int)(self.Info.Traits.Get<CloakInfo>().InitialDelay * 25);
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this.self = self;
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}
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void DoSurface()
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{
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if (remainingSurfaceTime <= 0)
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if (remainingTime <= 0)
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OnSurface();
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remainingSurfaceTime = (int)(self.Info.Traits.Get<SubmarineInfo>().SubmergeDelay * 25);
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remainingTime = (int)(self.Info.Traits.Get<CloakInfo>().CloakDelay * 25);
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}
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public void Attacking(Actor self) { DoSurface(); }
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@@ -56,7 +58,7 @@ namespace OpenRA.Traits
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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 (remainingSurfaceTime > 0)
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if (remainingTime > 0)
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return rs;
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if (self.Owner == self.World.LocalPlayer)
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@@ -67,19 +69,21 @@ namespace OpenRA.Traits
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public void Tick(Actor self)
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{
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if (remainingSurfaceTime > 0)
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if (--remainingSurfaceTime <= 0)
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if (remainingTime > 0)
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if (--remainingTime <= 0)
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OnDive();
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}
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void OnSurface()
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{
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Sound.Play(self.Info.Traits.Get<SubmarineInfo>().SurfaceSound, self.CenterLocation);
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Sound.Play(self.Info.Traits.Get<CloakInfo>().UncloakSound, self.CenterLocation);
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}
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void OnDive()
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{
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Sound.Play(self.Info.Traits.Get<SubmarineInfo>().SubmergeSound, self.CenterLocation);
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Sound.Play(self.Info.Traits.Get<CloakInfo>().CloakSound, self.CenterLocation);
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}
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public bool Cloaked { get { return remainingTime > 0; } }
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}
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}
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