Some changes to the nuke damage model + screen shake
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@@ -30,6 +30,12 @@ namespace OpenRA
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{
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public static void DoImpact(int2 loc, int2 visualLoc,
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WeaponInfo weapon, ProjectileInfo projectile, WarheadInfo warhead, Actor firedBy)
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{
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DoImpact(loc, visualLoc, weapon, projectile, warhead, firedBy, false);
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}
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public static void DoImpact(int2 loc, int2 visualLoc,
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WeaponInfo weapon, ProjectileInfo projectile, WarheadInfo warhead, Actor firedBy, bool nukeDamage)
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{
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var world = firedBy.World;
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@@ -62,6 +68,17 @@ namespace OpenRA
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foreach (var victim in hitActors)
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victim.InflictDamage(firedBy,
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(int)GetDamageToInflict(victim, loc, weapon, warhead, firepowerModifier), warhead);
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if (!nukeDamage) return;
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foreach (var t in world.FindTilesInCircle(targetTile, warhead.SmudgeSize[0]))
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{
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var x = Util.CenterOfCell(t);
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foreach (var unit in world.FindUnits(x, x))
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{
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unit.InflictDamage(firedBy,
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(int)(weapon.Damage * warhead.EffectivenessAgainst(unit.Info.Traits.Get<OwnedActorInfo>().Armor)) / 4, warhead);
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}
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}
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}
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static float GetMaximumSpread(WeaponInfo weapon, WarheadInfo warhead, float modifier)
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@@ -79,7 +79,9 @@ namespace OpenRA.Effects
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void Explode(World world)
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{
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world.AddFrameEndTask(w => w.Remove(this));
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Combat.DoImpact(pos.ToInt2(), pos.ToInt2(), weapon, Rules.ProjectileInfo[weapon.Projectile], Rules.WarheadInfo[weapon.Warhead], silo);
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var warhead = Rules.WarheadInfo[weapon.Warhead];
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Combat.DoImpact(pos.ToInt2(), pos.ToInt2(), weapon, Rules.ProjectileInfo[weapon.Projectile], warhead, silo, true);
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world.WorldActor.traits.Get<ScreenShaker>().AddEffect(20, pos, 5);
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}
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public IEnumerable<Renderable> Render()
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