move HiddenUnderFog, WithMuzzleFlash into modifiers where they belong
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57
OpenRA.Game/Traits/Modifiers/WithMuzzleFlash.cs
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57
OpenRA.Game/Traits/Modifiers/WithMuzzleFlash.cs
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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 OpenRA.Graphics;
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namespace OpenRA.Traits
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{
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class WithMuzzleFlashInfo : ITraitInfo, ITraitPrerequisite<RenderSimpleInfo>
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{
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public object Create(Actor self) { return new WithMuzzleFlash(self); }
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}
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class WithMuzzleFlash : INotifyAttack
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{
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Animation muzzleFlash;
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bool isShowing;
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public WithMuzzleFlash(Actor self)
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{
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var unit = self.traits.Get<Unit>();
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var attackInfo = self.Info.Traits.Get<AttackBaseInfo>();
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var render = self.traits.Get<RenderSimple>();
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muzzleFlash = new Animation(render.GetImage(self), () => unit.Facing);
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muzzleFlash.Play("muzzle");
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var len = muzzleFlash.CurrentSequence.Length;
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render.anims.Add("muzzle", new RenderSimple.AnimationWithOffset(
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muzzleFlash,
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() => attackInfo.PrimaryOffset.AbsOffset(),
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() => !isShowing));
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}
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public void Attacking(Actor self)
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{
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isShowing = true;
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muzzleFlash.PlayThen("muzzle", () => isShowing = false);
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}
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}
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}
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