Added drag direction mouse interaction for set the approach direction for airstrike and parabombs
This commit is contained in:
1
AUTHORS
1
AUTHORS
@@ -139,6 +139,7 @@ Also thanks to:
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* Teemu Nieminen (Temeez)
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* Tim Mylemans (gecko)
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* Tirili
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* Tomas Einarsson (Mesacer)
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* Tristan Keating (Kilkakon)
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* Tristan Mühlbacher (MicroBit)
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* UnknownProgrammer
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@@ -125,6 +125,8 @@ namespace OpenRA.Graphics
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public void Render(Renderer renderer) { }
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public int Frame { get { return frame; } }
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public void Dispose()
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{
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foreach (var cursors in hardwareCursors)
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@@ -21,6 +21,7 @@ namespace OpenRA.Graphics
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void Render(Renderer renderer);
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void SetCursor(string cursor);
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void Tick();
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int Frame { get; }
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}
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public sealed class SoftwareCursor : ICursor
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@@ -77,7 +78,7 @@ namespace OpenRA.Graphics
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return;
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var cursorSequence = cursorProvider.GetCursorSequence(cursorName);
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var cursorSprite = sprites[cursorName][((int)cursorFrame % cursorSequence.Length)];
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var cursorSprite = sprites[cursorName][Frame];
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var cursorSize = CursorProvider.CursorViewportZoomed ? 2.0f * cursorSprite.Size : cursorSprite.Size;
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var cursorOffset = CursorProvider.CursorViewportZoomed ?
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@@ -91,6 +92,15 @@ namespace OpenRA.Graphics
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cursorSize);
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}
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public int Frame
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{
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get
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{
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var cursorSequence = cursorProvider.GetCursorSequence(cursorName);
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return (int)cursorFrame % cursorSequence.Length;
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}
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}
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public void Dispose()
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{
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palette.Dispose();
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@@ -331,6 +331,7 @@
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<Compile Include="Traits\Conditions\GrantExternalConditionToCrusher.cs" />
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<Compile Include="Traits\Conditions\GrantRandomCondition.cs" />
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<Compile Include="Traits\Contrail.cs" />
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<Compile Include="Traits\SupportPowers\SelectDirectionalTarget.cs" />
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<Compile Include="Traits\TemporaryOwnerManager.cs" />
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<Compile Include="Traits\TooltipDescription.cs" />
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<Compile Include="Traits\Health.cs" />
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@@ -36,6 +36,12 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Amount of time to keep the camera alive after the aircraft have finished attacking")]
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public readonly int CameraRemoveDelay = 25;
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[Desc("Placeholder cursor animation for the target cursor when the real cursor is invisible.")]
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public readonly string TargetPlaceholderCursorAnimation = null;
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[Desc("Animation used to render the direction arrows.")]
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public readonly string DirectionArrowAnimation = null;
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[Desc("Weapon range offset to apply during the beacon clock calculation")]
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public readonly WDist BeaconDistanceOffset = WDist.FromCells(6);
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@@ -52,11 +58,19 @@ namespace OpenRA.Mods.Common.Traits
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this.info = info;
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}
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public override void SelectTarget(Actor self, string order, SupportPowerManager manager)
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{
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Game.Sound.PlayToPlayer(SoundType.UI, manager.Self.Owner, Info.SelectTargetSound);
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
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Info.SelectTargetSpeechNotification, self.Owner.Faction.InternalName);
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self.World.OrderGenerator = new SelectDirectionalTarget(self.World, order, manager, Info.Cursor, info.TargetPlaceholderCursorAnimation, info.DirectionArrowAnimation);
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}
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public override void Activate(Actor self, Order order, SupportPowerManager manager)
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{
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base.Activate(self, order, manager);
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SendAirstrike(self, order.Target.CenterPosition);
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SendAirstrike(self, order.Target.CenterPosition, order.ExtraData == uint.MaxValue, (int)order.ExtraData);
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}
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public void SendAirstrike(Actor self, WPos target, bool randomize = true, int attackFacing = 0)
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@@ -50,6 +50,12 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Amount of time (in ticks) to keep the camera alive while the passengers drop.")]
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public readonly int CameraRemoveDelay = 85;
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[Desc("Placeholder cursor animation for the target cursor when the real cursor is invisible.")]
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public readonly string TargetPlaceholderCursorAnimation = null;
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[Desc("Animation used to render the direction arrows.")]
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public readonly string DirectionArrowAnimation = null;
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[Desc("Weapon range offset to apply during the beacon clock calculation.")]
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public readonly WDist BeaconDistanceOffset = WDist.FromCells(4);
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@@ -66,11 +72,20 @@ namespace OpenRA.Mods.Common.Traits
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this.info = info;
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}
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public override void SelectTarget(Actor self, string order, SupportPowerManager manager)
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{
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Game.Sound.PlayToPlayer(SoundType.UI, manager.Self.Owner, Info.SelectTargetSound);
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
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Info.SelectTargetSpeechNotification, self.Owner.Faction.InternalName);
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self.World.OrderGenerator = new SelectDirectionalTarget(self.World, order, manager, Info.Cursor, info.TargetPlaceholderCursorAnimation, info.DirectionArrowAnimation);
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}
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public override void Activate(Actor self, Order order, SupportPowerManager manager)
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{
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base.Activate(self, order, manager);
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SendParatroopers(self, order.Target.CenterPosition);
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SendParatroopers(self, order.Target.CenterPosition, order.ExtraData == uint.MaxValue, (int)order.ExtraData);
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}
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public Actor[] SendParatroopers(Actor self, WPos target, bool randomize = true, int dropFacing = 0)
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@@ -0,0 +1,186 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class SelectDirectionalTarget : IOrderGenerator
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{
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readonly string order;
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readonly SupportPowerManager manager;
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readonly string cursor;
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readonly Animation targetCursor;
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readonly string[] arrows = { "arrow-t", "arrow-tl", "arrow-l", "arrow-bl", "arrow-b", "arrow-br", "arrow-r", "arrow-tr" };
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readonly Arrow[] directionArrows;
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CPos targetCell;
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int2 location;
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int2 dragLocation;
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bool beginDrag;
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bool dragStarted;
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Arrow currentArrow;
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public SelectDirectionalTarget(World world, string order, SupportPowerManager manager, string cursor, string targetPlaceholderCursorAnimation,
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string directionArrowAnimation)
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{
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this.order = order;
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this.manager = manager;
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this.cursor = cursor;
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targetCursor = new Animation(world, targetPlaceholderCursorAnimation);
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targetCursor.PlayRepeating("cursor");
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for (var i = 0; i < Game.Cursor.Frame; i++)
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targetCursor.Tick();
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directionArrows = LoadArrows(directionArrowAnimation, world, arrows.Length);
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}
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IEnumerable<Order> IOrderGenerator.Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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{
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world.CancelInputMode();
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yield break;
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}
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if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Down)
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{
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if (!beginDrag)
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{
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targetCell = cell;
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location = mi.Location;
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beginDrag = true;
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}
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yield break;
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}
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if (mi.Event == MouseInputEvent.Move)
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{
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if (beginDrag)
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{
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dragLocation = mi.Location;
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var angle = AngleBetween(location, dragLocation);
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currentArrow = GetArrow(angle);
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dragStarted = true;
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yield break;
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}
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}
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if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up)
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{
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yield return new Order(order, manager.Self, Target.FromCell(manager.Self.World, targetCell), false)
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{
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SuppressVisualFeedback = true,
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ExtraData = IsOutsideDragZone ? (uint)currentArrow.Direction.Facing : uint.MaxValue
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};
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world.CancelInputMode();
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}
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}
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void IOrderGenerator.Tick(World world)
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{
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targetCursor.Tick();
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// Cancel the OG if we can't use the power
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if (!manager.Powers.ContainsKey(order))
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world.CancelInputMode();
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}
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bool IsOutsideDragZone
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{
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get { return dragStarted && (dragLocation - location).Length > 20; }
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}
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IEnumerable<IRenderable> IOrderGenerator.Render(WorldRenderer wr, World world) { yield break; }
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IEnumerable<IRenderable> IOrderGenerator.RenderAboveShroud(WorldRenderer wr, World world)
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{
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if (!beginDrag)
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return Enumerable.Empty<IRenderable>();
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var palette = wr.Palette("chrome");
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var worldPx = wr.Viewport.ViewToWorldPx(location);
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var worldPos = wr.ProjectedPosition(worldPx);
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var renderables = new List<IRenderable>(targetCursor.Render(worldPos, WVec.Zero, -511, palette, 1 / wr.Viewport.Zoom));
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if (IsOutsideDragZone)
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renderables.Add(new SpriteRenderable(currentArrow.Sprite, worldPos, WVec.Zero, -511, palette, 1 / wr.Viewport.Zoom, true));
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return renderables;
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}
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string IOrderGenerator.GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi) { return beginDrag ? "invisible" : cursor; }
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// Starting at (0, -1) and rotating in CCW
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static double AngleBetween(int2 p1, int2 p2)
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{
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var radian = Math.Atan2(p2.Y - p1.Y, p2.X - p1.X);
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var d = radian * (180 / Math.PI);
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if (d < 0.0)
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d += 360.0;
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var angle = 270.0 - d;
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if (angle < 0)
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angle += 360.0;
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return angle;
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}
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Arrow GetArrow(double degree)
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{
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var arrow = directionArrows.FirstOrDefault(d => d.EndAngle >= degree);
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return arrow ?? directionArrows[0];
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}
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Arrow[] LoadArrows(string cursorAnimation, World world, int noOfDividingPoints)
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{
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var points = new Arrow[noOfDividingPoints];
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var partAngle = 360 / noOfDividingPoints;
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var i1 = partAngle / 2d;
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for (var i = 0; i < noOfDividingPoints; i++)
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{
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var sprite = world.Map.Rules.Sequences.GetSequence(cursorAnimation, arrows[i]).GetSprite(0);
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var angle = i * partAngle;
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var direction = WAngle.FromDegrees(angle);
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var endAngle = angle + i1;
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points[i] = new Arrow(sprite, endAngle, direction);
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}
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return points;
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}
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class Arrow
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{
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public Sprite Sprite { get; private set; }
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public double EndAngle { get; private set; }
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public WAngle Direction { get; private set; }
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public Arrow(Sprite sprite, double endAngle, WAngle direction)
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{
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Sprite = sprite;
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EndAngle = endAngle;
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Direction = direction;
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}
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}
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}
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}
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@@ -136,6 +136,8 @@ Cursors:
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sell-vehicle:
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Start: 154
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Length: 24
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invisible:
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Start: 28
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mouse3.shp: cursor
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default:
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Start: 0
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@@ -628,6 +628,8 @@ HQ:
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ArrowSequence: arrow
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ClockSequence: clock
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CircleSequence: circles
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TargetPlaceholderCursorAnimation: airstriketarget
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DirectionArrowAnimation: airstrikedirection
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SupportPowerChargeBar:
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Power:
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Amount: -50
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@@ -436,3 +436,47 @@ smokland:
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Length: 32
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Tick: 120
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ZOffset: 1023
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airstriketarget:
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cursor: mouse2
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Start: 88
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Length: 8
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Tick: 80
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airstrikedirection:
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arrow-t: mouse2
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Start: 1
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Y: -12
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Offset: 0, -15, 0
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arrow-tr: mouse2
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Start: 2
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X: 14
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Y: -12
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Offset: 7, -7, 0
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arrow-r: mouse2
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Start: 3
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X: 14
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Offset: 12, 0, 0
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arrow-br: mouse2
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Start: 4
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X: 14
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Y: 11
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Offset: 7, 7, 0
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arrow-b: mouse2
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Start: 5
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Y: 11
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Offset: 0, 15, 0
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arrow-bl: mouse2
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Start: 6
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X: -15
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Y: 11
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Offset: -7, 7, 0
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arrow-l: mouse2
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Start: 7
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X: -15
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Offset: -12, 0, 0
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arrow-tl: mouse2
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Start: 8
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X: -15
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Y: -12
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Offset: -7, -7, 0
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@@ -8,14 +8,6 @@ Container@PLAYER_WIDGETS:
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X: 10
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Y: 10
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Children:
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SupportPowers@SUPPORT_PALETTE:
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IconSize: 62, 46
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IconSpriteOffset: -1, -1
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TooltipContainer: TOOLTIP_CONTAINER
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ReadyText: READY
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HoldText: ON HOLD
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HotkeyPrefix: SupportPower
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HotkeyCount: 6
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Container@PALETTE_FOREGROUND:
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Children:
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Image@ICON_TEMPLATE:
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@@ -24,9 +16,18 @@ Container@PLAYER_WIDGETS:
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Y: 0 - 2
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Width: 62
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Height: 46
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ClickThrough: false
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IgnoreMouseOver: true
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ImageCollection: sidebar
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ImageName: background-supportoverlay
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SupportPowers@SUPPORT_PALETTE:
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IconSize: 62, 46
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IconSpriteOffset: -1, -1
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TooltipContainer: TOOLTIP_CONTAINER
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ReadyText: READY
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HoldText: ON HOLD
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HotkeyPrefix: SupportPower
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HotkeyCount: 6
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SupportPowerTimer@SUPPORT_POWER_TIMER:
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X: 80
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Y: 10
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@@ -200,6 +200,8 @@ Cursors:
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sell2:
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Start: 148
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Length: 12
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invisible:
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Start: 34
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nopower.shp: cursor
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powerdown-blocked:
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Start: 0
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@@ -1461,6 +1461,8 @@ AFLD:
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ArrowSequence: arrow
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ClockSequence: clock
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CircleSequence: circles
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TargetPlaceholderCursorAnimation: paratarget
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DirectionArrowAnimation: paradirection
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ParatroopersPower@paratroopers:
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OrderName: SovietParatroopers
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Prerequisites: aircraft.soviet
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@@ -1479,6 +1481,8 @@ AFLD:
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ArrowSequence: arrow
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ClockSequence: clock
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CircleSequence: circles
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TargetPlaceholderCursorAnimation: paratarget
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DirectionArrowAnimation: paradirection
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AirstrikePower@parabombs:
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OrderName: UkraineParabombs
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Prerequisites: aircraft.ukraine
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@@ -1498,6 +1502,8 @@ AFLD:
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ArrowSequence: arrow
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ClockSequence: clock
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CircleSequence: circles
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TargetPlaceholderCursorAnimation: paratarget
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DirectionArrowAnimation: paradirection
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ProductionBar:
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ProductionType: Aircraft
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SupportPowerChargeBar:
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@@ -627,3 +627,47 @@ ctflag:
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bib: mbGAP
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Length: *
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UseTilesetExtension: true
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paratarget:
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cursor: mouse
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Start: 82
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Length: 8
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Tick: 80
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paradirection:
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arrow-t: mouse
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Start: 1
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Y: -7
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Offset: 0, -19, 0
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arrow-tr: mouse
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Start: 2
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X: 6
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Y: -5
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Offset: 15, -15, 0
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arrow-r: mouse
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Start: 3
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X: 7
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Offset: 19, 0, 0
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arrow-br: mouse
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Start: 4
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X: 6
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Y: 5
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Offset: 15, 15, 0
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arrow-b: mouse
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Start: 5
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Y: 7
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Offset: 0, 19, 0
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arrow-bl: mouse
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Start: 6
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X: -6
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Y: 5
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Offset: -15, 15, 0
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arrow-l: mouse
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Start: 7
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X: -8
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Offset: -19, 0, 0
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arrow-tl: mouse
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Start: 8
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X: -6
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y: 5
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Offset: -15, -15, 0
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Reference in New Issue
Block a user