added AttackTurreted.
This commit is contained in:
@@ -46,8 +46,14 @@ namespace OpenRa.Game
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case "2tnk":
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case "2tnk":
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case "3tnk":
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case "3tnk":
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case "4tnk":
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case "4tnk":
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traits.Add( new Traits.Mobile( this ) );
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traits.Add( new Traits.Turreted( this ) );
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traits.Add( new Traits.AttackTurreted( this ) );
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traits.Add( new Traits.RenderUnitTurreted( this ) );
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break;
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case "mrj":
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case "mrj":
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case "mgg":
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case "mgg":
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// TODO: these aren't actually turreted; they just have spinning-things
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traits.Add( new Traits.Mobile( this ) );
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traits.Add( new Traits.Mobile( this ) );
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traits.Add( new Traits.Turreted( this ) );
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traits.Add( new Traits.Turreted( this ) );
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traits.Add( new Traits.RenderUnitTurreted( this ) );
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traits.Add( new Traits.RenderUnitTurreted( this ) );
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@@ -47,8 +47,8 @@ namespace OpenRa.Game
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game.PlaySound(Weapon.Report + ".aud", false);
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game.PlaySound(Weapon.Report + ".aud", false);
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t += dt;
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t += dt;
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if (t > TotalTime())
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//if (t > TotalTime())
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t = 0; /* temporary! loop the bullet forever */
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// t = 0; /* temporary! loop the bullet forever */
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}
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}
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public IEnumerable<Pair<Sprite, float2>> Render()
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public IEnumerable<Pair<Sprite, float2>> Render()
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@@ -58,16 +58,19 @@ using System.Runtime.InteropServices;
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game.world.Add( new Actor( "mcv", new int2( 5, 5 ), game.players[ 3 ]) );
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game.world.Add( new Actor( "mcv", new int2( 5, 5 ), game.players[ 3 ]) );
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game.world.Add( new Actor( "mcv", new int2( 7, 5 ), game.players[ 2 ] ) );
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game.world.Add( new Actor( "mcv", new int2( 7, 5 ), game.players[ 2 ] ) );
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game.world.Add( new Actor( "mcv", new int2( 9, 5 ), game.players[ 0 ] ) );
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game.world.Add( new Actor( "mcv", new int2( 9, 5 ), game.players[ 0 ] ) );
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game.world.Add( new Actor( "jeep", new int2( 9, 7 ), game.players[ 1 ] ) );
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var jeep = new Actor( "jeep", new int2( 9, 7 ), game.players[ 1 ] );
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game.world.Add( jeep );
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game.world.Add(new Bullet("105mm", game.players[1], null,
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var tank = new Actor( "3tnk", new int2( 12, 7 ), game.players[ 1 ] );
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new int2(200, 200), new int2(400, 200), game));
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game.world.Add( tank );
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tank.traits.Get<Traits.AttackTurreted>().target = jeep;
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sidebar = new Sidebar(renderer, game);
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sidebar = new Sidebar(renderer, game);
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renderer.BuildPalette(game.map);
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renderer.BuildPalette(game.map);
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ShowCursor(false);
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ShowCursor(false);
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game.world.ResetTimer();
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}
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}
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internal void Run()
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internal void Run()
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@@ -126,6 +126,7 @@
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<Compile Include="TerrainCosts.cs" />
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<Compile Include="TerrainCosts.cs" />
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<Compile Include="Graphics\TerrainRenderer.cs" />
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<Compile Include="Graphics\TerrainRenderer.cs" />
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<Compile Include="Graphics\TreeCache.cs" />
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<Compile Include="Graphics\TreeCache.cs" />
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<Compile Include="Traits\AttackTurreted.cs" />
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<Compile Include="Traits\Building.cs" />
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<Compile Include="Traits\Building.cs" />
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<Compile Include="Traits\McvDeploy.cs" />
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<Compile Include="Traits\McvDeploy.cs" />
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<Compile Include="Traits\Mobile.cs" />
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<Compile Include="Traits\Mobile.cs" />
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62
OpenRa.Game/Traits/AttackTurreted.cs
Executable file
62
OpenRa.Game/Traits/AttackTurreted.cs
Executable file
@@ -0,0 +1,62 @@
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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.Game.Traits
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{
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class AttackTurreted : ITick
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{
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public Actor target;
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// time (in frames) until each weapon can fire again.
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int primaryFireDelay = 0;
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int secondaryFireDelay = 0;
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public AttackTurreted( Actor self )
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{
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self.traits.Get<Turreted>();
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}
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public void Tick( Actor self, Game game, int dt )
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{
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if( primaryFireDelay > 0 )
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--primaryFireDelay;
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if( secondaryFireDelay > 0 )
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--secondaryFireDelay;
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if( target == null )
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return;
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var mobile = self.traits.Get<Mobile>();
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var turreted = self.traits.Get<Turreted>();
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turreted.desiredFacing = mobile.GetFacing( target.Location - self.Location );
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if( turreted.desiredFacing != turreted.turretFacing )
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return;
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if( self.unitInfo.Primary != null && CheckFire( self, game, self.unitInfo.Primary, ref primaryFireDelay ) )
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{
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secondaryFireDelay = Math.Max( 4, secondaryFireDelay );
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return;
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}
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if( self.unitInfo.Secondary != null && CheckFire( self, game, self.unitInfo.Secondary, ref secondaryFireDelay ) )
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return;
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}
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bool CheckFire( Actor self, Game game, string weaponName, ref int fireDelay )
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{
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if( fireDelay > 0 )
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return false;
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var weapon = Rules.WeaponInfo[ weaponName ];
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var d = target.Location - self.Location;
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if( weapon.Range * weapon.Range < d.X * d.X + d.Y * d.Y )
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return false;
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// FIXME: rules specifies ROF in 1/15 sec units; ticks are 1/25 sec
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fireDelay = weapon.ROF;
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game.world.Add( new Bullet( weaponName, self.Owner, self, self.CenterLocation.ToInt2(), target.CenterLocation.ToInt2(), game ) );
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return true;
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}
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}
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}
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@@ -35,7 +35,8 @@ namespace OpenRa.Game.Traits
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static float2[] fvecs = Util.MakeArray<float2>(32,
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static float2[] fvecs = Util.MakeArray<float2>(32,
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i => -float2.FromAngle(i / 16.0f * (float)Math.PI) * new float2(1f, 1.3f));
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i => -float2.FromAngle(i / 16.0f * (float)Math.PI) * new float2(1f, 1.3f));
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int GetFacing(float2 d)
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// TODO: move this somewhere more appropriate, now that AttackTurreted uses it.
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public int GetFacing(float2 d)
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{
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{
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if (float2.WithinEpsilon(d, float2.Zero, 0.001f))
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if (float2.WithinEpsilon(d, float2.Zero, 0.001f))
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return facing;
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return facing;
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@@ -5,18 +5,30 @@ using System.Text;
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namespace OpenRa.Game.Traits
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namespace OpenRa.Game.Traits
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{
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{
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class Turreted : ITick // temporary.
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class Turreted : ITick
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{
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{
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public int turretFacing = Game.CellSize;
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public int turretFacing = 0;
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public int? desiredFacing;
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public Turreted(Actor self)
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public Turreted(Actor self)
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{
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{
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}
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}
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// temporary.
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public void Tick(Actor self, Game game, int dt)
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public void Tick(Actor self, Game game, int dt)
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{
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{
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// TODO: desiredFacing should follow the base unit's facing only when not in combat.
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// also, we want to be able to use this for GUN; avoid referencing Mobile.
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var df = desiredFacing ?? self.traits.Get<Mobile>().facing;
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if( turretFacing != desiredFacing )
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{
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var leftTurn = ( 32 + turretFacing - desiredFacing ) % 32;
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var rightTurn = ( 32 + desiredFacing - turretFacing ) % 32;
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if( leftTurn > rightTurn )
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turretFacing = ( turretFacing + 1 ) % 32;
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turretFacing = ( turretFacing + 1 ) % 32;
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else
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turretFacing = ( turretFacing + 31 ) % 32;
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}
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}
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}
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}
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}
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}
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}
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@@ -27,6 +27,11 @@ namespace OpenRa.Game
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorRemoved = _ => { };
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public event Action<Actor> ActorRemoved = _ => { };
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public void ResetTimer()
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{
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lastTime = Environment.TickCount;
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}
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public void Update()
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public void Update()
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{
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{
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int t = Environment.TickCount;
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int t = Environment.TickCount;
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