Merge pull request #13088 from pchote/muzzle-fix
Fix duplicate muzzle rendering.
This commit is contained in:
@@ -39,16 +39,12 @@ namespace OpenRA.Mods.Common.Traits.Render
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var render = self.Trait<RenderSprites>();
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var render = self.Trait<RenderSprites>();
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var facing = self.TraitOrDefault<IFacing>();
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var facing = self.TraitOrDefault<IFacing>();
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armaments = self.TraitsImplementing<Armament>().ToArray();
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armaments = self.TraitsImplementing<Armament>()
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.Where(arm => arm.Info.MuzzleSequence != null)
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.ToArray();
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foreach (var arm in armaments)
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foreach (var arm in armaments)
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{
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{
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var armClosure = arm; // closure hazard in AnimationWithOffset
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// Skip armaments that don't define muzzles
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if (arm.Info.MuzzleSequence == null)
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continue;
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foreach (var b in arm.Barrels)
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foreach (var b in arm.Barrels)
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{
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{
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var barrel = b;
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var barrel = b;
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@@ -68,7 +64,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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visible.Add(barrel, false);
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visible.Add(barrel, false);
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anims.Add(barrel,
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anims.Add(barrel,
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new AnimationWithOffset(muzzleFlash,
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new AnimationWithOffset(muzzleFlash,
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() => info.IgnoreOffset ? WVec.Zero : armClosure.MuzzleOffset(self, barrel),
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() => info.IgnoreOffset ? WVec.Zero : arm.MuzzleOffset(self, barrel),
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() => IsTraitDisabled || !visible[barrel],
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() => IsTraitDisabled || !visible[barrel],
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p => RenderUtils.ZOffsetFromCenter(self, p, 2)));
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p => RenderUtils.ZOffsetFromCenter(self, p, 2)));
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}
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}
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@@ -77,19 +73,13 @@ namespace OpenRA.Mods.Common.Traits.Render
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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{
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if (a == null)
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if (a == null || barrel == null || !armaments.Contains(a))
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return;
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return;
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var sequence = a.Info.MuzzleSequence;
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var sequence = a.Info.MuzzleSequence;
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if (sequence == null)
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return;
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if (a.Info.MuzzleSplitFacings > 0)
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if (a.Info.MuzzleSplitFacings > 0)
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sequence += Util.QuantizeFacing(getFacing(), a.Info.MuzzleSplitFacings).ToString();
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sequence += Util.QuantizeFacing(getFacing(), a.Info.MuzzleSplitFacings).ToString();
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if (barrel == null)
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return;
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visible[barrel] = true;
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visible[barrel] = true;
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anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
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anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
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}
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}
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@@ -101,15 +91,13 @@ namespace OpenRA.Mods.Common.Traits.Render
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foreach (var arm in armaments)
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foreach (var arm in armaments)
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{
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{
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var palette = wr.Palette(arm.Info.MuzzlePalette);
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var palette = wr.Palette(arm.Info.MuzzlePalette);
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foreach (var kv in anims)
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foreach (var b in arm.Barrels)
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{
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{
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if (!visible[kv.Key])
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var anim = anims[b];
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if (anim.DisableFunc != null && anim.DisableFunc())
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continue;
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continue;
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if (kv.Value.DisableFunc != null && kv.Value.DisableFunc())
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foreach (var r in anim.Render(self, wr, palette, 1f))
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continue;
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foreach (var r in kv.Value.Render(self, wr, palette, 1f))
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yield return r;
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yield return r;
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}
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}
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}
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}
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