napalm wiring
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@@ -1,22 +1,37 @@
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using System;
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#region Copyright & License Information
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using System.Collections.Generic;
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/*
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using System.Linq;
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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using System.Text;
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* This file is part of OpenRA.
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using OpenRA.Traits;
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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.GameRules;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc
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namespace OpenRA.Mods.Cnc
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{
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{
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class CarpetBombInfo : ITraitInfo
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class CarpetBombInfo : ITraitInfo
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{
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{
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public readonly string Weapon = null;
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public readonly string Weapon = null;
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public readonly int Interval = 0;
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public readonly int Range = 0;
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public readonly int Range = 0;
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public object Create(Actor self) { return new CarpetBomb(self); }
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public object Create(Actor self) { return new CarpetBomb(self); }
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}
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}
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class CarpetBomb : ITick
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class CarpetBomb : ITick // todo: maybe integrate this better with the normal weapons system?
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{
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{
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int2 Target;
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int2 Target;
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int dropDelay;
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int dropDelay;
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@@ -38,7 +53,8 @@ namespace OpenRA.Mods.Cnc
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if (--dropDelay <= 0)
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if (--dropDelay <= 0)
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{
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{
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dropDelay = info.Interval;
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var weapon = Rules.Weapons[info.Weapon.ToLowerInvariant()];
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dropDelay = weapon.ROF;
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var args = new ProjectileArgs
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var args = new ProjectileArgs
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{
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{
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@@ -48,7 +64,7 @@ namespace OpenRA.Mods.Cnc
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dest = self.CenterLocation.ToInt2(),
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dest = self.CenterLocation.ToInt2(),
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facing = self.traits.Get<Unit>().Facing,
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facing = self.traits.Get<Unit>().Facing,
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firedBy = self,
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firedBy = self,
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weapon = Rules.Weapons[info.Weapon.ToLowerInvariant()]
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weapon = weapon
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};
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};
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self.World.Add(args.weapon.Projectile.Create(args));
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self.World.Add(args.weapon.Projectile.Create(args));
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@@ -480,3 +480,5 @@ A10:
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WithShadow:
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WithShadow:
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LimitedAmmo:
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LimitedAmmo:
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Ammo: 10
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Ammo: 10
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CarpetBomb:
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Weapon: Napalm
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@@ -409,12 +409,7 @@ Tomahawk:
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Napalm:
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Napalm:
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ROF: 5
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ROF: 5
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Range: 4.5
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GravityBomb:
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Bullet:
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Speed: 5
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Arm: 24
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RangeLimit: 24
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High: yes
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Image: BOMBLET
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Image: BOMBLET
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Warhead:
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Warhead:
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Spread: 8
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Spread: 8
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