Remove DeadBuildingState from TD.
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@@ -8,6 +8,8 @@
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Effects;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Traits;
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@@ -19,6 +21,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Explosion sequence name to use")]
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public readonly string Sequence = "building";
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[Desc("Delay the explosions by this many ticks.")]
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public readonly int Delay = 0;
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[Desc("Custom palette name")]
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public readonly string Palette = "effect";
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@@ -37,8 +42,18 @@ namespace OpenRA.Mods.Common.Traits
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public void Killed(Actor self, AttackInfo e)
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{
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var buildingInfo = self.Info.Traits.Get<BuildingInfo>();
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FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location).Do(
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t => self.World.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(t), info.Sequence, info.Palette))));
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var cells = FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location);
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if (info.Delay > 0)
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(info.Delay, () => SpawnExplosions(self.World, cells))));
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else
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SpawnExplosions(self.World, cells);
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}
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void SpawnExplosions(World world, IEnumerable<CPos> cells)
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{
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foreach (var c in cells)
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world.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(c), info.Sequence, info.Palette)));
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}
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}
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}
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