Shift Actor.Health onto a trait.
Known regressions: - cnc only - health bar colors - can't repair buildings
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@@ -31,37 +31,13 @@ namespace OpenRA.Mods.RA.Render
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anim.PlayFetchIndex(seqName, () => adjacentWalls);
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}
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enum ExtendedDamageState { Normal, ThreeQuarter, Half, Quarter, Dead };
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ExtendedDamageState GetExtendedState( Actor self, int damage )
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{
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var effectiveHealth = self.Health + damage;
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if (effectiveHealth <= 0)
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return ExtendedDamageState.Dead;
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if (effectiveHealth < self.GetMaxHP() * self.World.Defaults.ConditionRed)
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return ExtendedDamageState.Quarter;
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if (effectiveHealth < self.GetMaxHP() * self.World.Defaults.ConditionYellow)
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return ExtendedDamageState.Half;
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if (effectiveHealth < self.GetMaxHP() * 0.75)
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return ExtendedDamageState.ThreeQuarter;
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return ExtendedDamageState.Normal;
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}
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public override void Damaged(Actor self, AttackInfo e)
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{
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var oldState = GetExtendedState(self, e.Damage);
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var newState = GetExtendedState(self, 0);
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var numStates = self.Info.Traits.Get<RenderBuildingWallInfo>().DamageStates;
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if (oldState == newState) return;
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if (!e.ExtendedDamageStateChanged) return;
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switch (newState)
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switch (e.ExtendedDamageState)
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{
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case ExtendedDamageState.Normal:
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seqName = "idle";
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