Fix gunboat
This commit is contained in:
@@ -60,6 +60,7 @@
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<Compile Include="TiberiumRefineryDockAction.cs" />
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<Compile Include="TiberiumRefineryDockAction.cs" />
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<Compile Include="DeadBuildingState.cs" />
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<Compile Include="DeadBuildingState.cs" />
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<Compile Include="Missions\Gdi01Script.cs" />
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<Compile Include="Missions\Gdi01Script.cs" />
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<Compile Include="RenderGunboat.cs" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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71
OpenRA.Mods.Cnc/RenderGunboat.cs
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71
OpenRA.Mods.Cnc/RenderGunboat.cs
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@@ -0,0 +1,71 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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. For more information,
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* see LICENSE.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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class RenderGunboatInfo : RenderUnitInfo
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{
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public override object Create(ActorInitializer init) { return new RenderGunboat(init.self); }
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}
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class RenderGunboat : RenderSimple, INotifyDamage
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{
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IFacing facing;
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public RenderGunboat(Actor self)
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: base(self, () => self.HasTrait<Turreted>() ? self.Trait<Turreted>().turretFacing : 0)
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{
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facing = self.Trait<IFacing>();
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anim.Play("left");
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anims.Add( "smoke", new AnimationWithOffset( new Animation( "smoke_m" ), null, () => !isSmoking ) );
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}
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string lastDir = "left";
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string lastDamage = "";
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public override void Tick(Actor self)
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{
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var dir = (facing.Facing > 128) ? "right" : "left";
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if (dir != lastDir)
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anim.ReplaceAnim((lastDir = dir)+lastDamage);
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base.Tick(self);
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}
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bool isSmoking;
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public void Damaged(Actor self, AttackInfo e)
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{
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// Damagestate
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if (e.DamageStateChanged)
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{
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if (e.DamageState >= DamageState.Critical)
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lastDamage = "-critical";
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else if (e.DamageState >= DamageState.Heavy)
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lastDamage = "-damaged";
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else if (e.DamageState < DamageState.Heavy)
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lastDamage = "";
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anim.ReplaceAnim(lastDir+lastDamage);
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}
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// Smoking
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if (e.DamageState < DamageState.Heavy) return;
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if (isSmoking) return;
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isSmoking = true;
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var smoke = anims[ "smoke" ].Animation;
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smoke.PlayThen( "idle",
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() => smoke.PlayThen( "loop",
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() => smoke.PlayBackwardsThen( "end",
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() => isSmoking = false ) ) );
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}
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}
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}
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@@ -136,6 +136,8 @@
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Crushes: crate
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Crushes: crate
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TerrainTypes: Clear, Rough, Road, Tree, Water, Rock, Wall, Ore, Beach, River
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TerrainTypes: Clear, Rough, Road, Tree, Water, Rock, Wall, Ore, Beach, River
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TerrainSpeeds: 0%, 0%, 0%, 0%, 100%, 0%, 0%, 0%, 0%, 0%
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TerrainSpeeds: 0%, 0%, 0%, 0%, 100%, 0%, 0%, 0%, 0%, 0%
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Selectable:
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Voice: GenericVoice
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Targetable:
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Targetable:
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TargetTypes: Ground, Water
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TargetTypes: Ground, Water
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HiddenUnderFog:
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HiddenUnderFog:
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@@ -109,14 +109,12 @@
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</unit>
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</unit>
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<!-- Gunboat -->
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<!-- Gunboat -->
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<unit name="boat">
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<unit name="boat">
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<sequence name="idle" start="0" length="32" />
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<sequence name="left" start="0" facings="32" />
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<sequence name="turret" start="0" length="32" />
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<sequence name="left-damaged" start="32" facings="32" />
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<sequence name="left" start="0" length="32" />
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<sequence name="left-critical" start="64" facings="32" />
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<sequence name="left-damaged" start="32" length="32" />
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<sequence name="right" start="96" facings="32" />
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<sequence name="left-critical" start="64" length="32" />
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<sequence name="right-damaged" start="128" facings="32" />
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<sequence name="right" start="96" length="32" />
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<sequence name="right-critical" start="160" facings="32" />
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<sequence name="right-damaged" start="128" length="32" />
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<sequence name="right-critical" start="160" length="32" />
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</unit>
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</unit>
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<unit name="a10">
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<unit name="a10">
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<sequence name="idle" start="0" facings="32" />
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<sequence name="idle" start="0" facings="32" />
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@@ -533,7 +533,9 @@ BOAT:
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ROT: 7
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ROT: 7
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AttackTurreted:
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AttackTurreted:
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PrimaryWeapon: BoatMissile
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PrimaryWeapon: BoatMissile
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RenderUnitTurreted:
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PrimaryOffset: 0,-15,0,-4
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PrimaryLocalOffset: -3,-5,0,3,-5,0,0,-5,0
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RenderGunboat:
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AutoTarget:
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AutoTarget:
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LST:
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LST:
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@@ -382,6 +382,8 @@ MachineGun:
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BoatMissile:
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BoatMissile:
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ROF: 35
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ROF: 35
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Range: 8
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Range: 8
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Burst: 6
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BurstDelay: 7
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Report: ROCKET2
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Report: ROCKET2
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Missile:
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Missile:
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Arm: 5
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Arm: 5
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@@ -401,7 +403,7 @@ BoatMissile:
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Explosion: 5
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Explosion: 5
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ImpactSound: xplos
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ImpactSound: xplos
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SmudgeType: Crater
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SmudgeType: Crater
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Damage: 60
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Damage: 10
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Tomahawk:
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Tomahawk:
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ROF: 40
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ROF: 40
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