Merge pull request #3627 from pchote/muzzleflash
Improved Muzzleflash support
This commit is contained in:
@@ -124,7 +124,6 @@ namespace OpenRA.Traits
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}
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}
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public interface INotifyAttack { void Attacking(Actor self, Target target); }
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public interface IRenderModifier { IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r); }
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public interface IDamageModifier { float GetDamageModifier(Actor attacker, WarheadInfo warhead); }
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public interface ISpeedModifier { decimal GetSpeedModifier(); }
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@@ -74,7 +74,8 @@ namespace OpenRA.Mods.RA.Activities
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void LayMine(Actor self)
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{
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (limitedAmmo != null) limitedAmmo.Attacking(self, Target.FromCell(self.Location));
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if (limitedAmmo != null)
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limitedAmmo.TakeAmmo();
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self.World.AddFrameEndTask(
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w => w.CreateActor(self.Info.Traits.Get<MinelayerInfo>().Mine, new TypeDictionary
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@@ -151,7 +151,7 @@ namespace OpenRA.Mods.RA
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});
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foreach (var na in self.TraitsImplementing<INotifyAttack>())
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na.Attacking(self, target);
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na.Attacking(self, target, this, barrel);
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Recoil = Info.Recoil;
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@@ -40,7 +40,7 @@ namespace OpenRA.Mods.RA
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base.Tick( self );
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}
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public void Attacking(Actor self, Target target)
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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--charges;
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timeToRecharge = self.Info.Traits.Get<AttackTeslaInfo>().ReloadTime;
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@@ -56,7 +56,7 @@ namespace OpenRA.Mods.RA
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remainingTime = Math.Max(remainingTime, time);
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}
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public void Attacking(Actor self, Target target) { Uncloak(); }
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel) { Uncloak(); }
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public bool Cloaked { get { return remainingTime <= 0; } }
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@@ -44,6 +44,7 @@ namespace OpenRA.Mods.RA
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++ammo;
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return true;
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}
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public bool TakeAmmo()
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{
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if (ammo <= 0) return false;
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@@ -53,7 +54,7 @@ namespace OpenRA.Mods.RA
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public int ReloadTimePerAmmo() { return Info.ReloadTicks; }
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public void Attacking(Actor self, Target target) { TakeAmmo(); }
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel) { TakeAmmo(); }
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public IEnumerable<PipType> GetPips(Actor self)
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{
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@@ -74,6 +74,11 @@ namespace OpenRA.Mods.RA.Render
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anim.PlayThen(NormalizeInfantrySequence(self, "heal"), () => State = AnimationState.Idle);
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}
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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Attacking(self, target);
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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@@ -11,69 +11,84 @@
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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.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Mods.RA;
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namespace OpenRA.Mods.RA.Render
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{
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class WithMuzzleFlashInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>
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class WithMuzzleFlashInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>, Requires<ArmamentInfo>
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{
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public object Create(ActorInitializer init) { return new WithMuzzleFlash(init.self); }
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[Desc("Sequence name to use")]
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public readonly string Sequence = "muzzle";
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[Desc("Armament name")]
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public readonly string Armament = "primary";
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public object Create(ActorInitializer init) { return new WithMuzzleFlash(init.self, this); }
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}
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class WithMuzzleFlash : INotifyAttack, IRender, ITick
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{
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Dictionary<string, AnimationWithOffset> muzzleFlashes = new Dictionary<string, AnimationWithOffset>();
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bool isShowing;
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readonly WithMuzzleFlashInfo info;
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Dictionary<Barrel, bool> visible = new Dictionary<Barrel, bool>();
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Dictionary<Barrel, AnimationWithOffset> anims = new Dictionary<Barrel, AnimationWithOffset>();
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public WithMuzzleFlash(Actor self)
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public WithMuzzleFlash(Actor self, WithMuzzleFlashInfo info)
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{
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this.info = info;
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var render = self.Trait<RenderSprites>();
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var facing = self.TraitOrDefault<IFacing>();
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var arms = self.TraitsImplementing<Armament>();
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foreach (var a in arms)
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foreach(var b in a.Barrels)
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{
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var barrel = b;
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var turreted = self.TraitsImplementing<Turreted>()
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.FirstOrDefault(t => t.Name == a.Info.Turret);
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var getFacing = turreted != null ? () => turreted.turretFacing :
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facing != null ? (Func<int>)(() => facing.Facing) : () => 0;
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var arm = self.TraitsImplementing<Armament>()
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.Single(a => a.Info.Name == info.Armament);
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var muzzleFlash = new Animation(render.GetImage(self), getFacing);
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muzzleFlash.Play("muzzle");
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foreach (var b in arm.Barrels)
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{
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var barrel = b;
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var turreted = self.TraitsImplementing<Turreted>()
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.FirstOrDefault(t => t.Name == arm.Info.Turret);
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muzzleFlashes.Add("muzzle{0}".F(muzzleFlashes.Count),
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new AnimationWithOffset(muzzleFlash,
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() => a.MuzzleOffset(self, barrel),
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() => !isShowing));
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}
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var getFacing = turreted != null ? () => turreted.turretFacing :
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facing != null ? (Func<int>)(() => facing.Facing) : () => 0;
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var muzzleFlash = new Animation(render.GetImage(self), getFacing);
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visible.Add(barrel, false);
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anims.Add(barrel,
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new AnimationWithOffset(muzzleFlash,
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() => arm.MuzzleOffset(self, barrel),
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() => !visible[barrel]));
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}
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}
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public void Attacking(Actor self, Target target)
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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isShowing = true;
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foreach( var mf in muzzleFlashes.Values )
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mf.Animation.PlayThen("muzzle", () => isShowing = false);
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if (a.Info.Name != info.Armament)
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return;
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visible[barrel] = true;
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anims[barrel].Animation.PlayThen(info.Sequence, () => visible[barrel] = false);
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}
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public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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{
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foreach (var a in muzzleFlashes.Values)
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foreach (var kv in anims)
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{
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if (a.DisableFunc != null && a.DisableFunc())
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if (!visible[kv.Key])
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continue;
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foreach (var r in a.Render(self, wr, wr.Palette("effect"), 1f))
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if (kv.Value.DisableFunc != null && kv.Value.DisableFunc())
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continue;
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foreach (var r in kv.Value.Render(self, wr, wr.Palette("effect"), 1f))
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yield return r;
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}
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}
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public void Tick(Actor self)
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{
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foreach (var a in muzzleFlashes.Values)
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foreach (var a in anims.Values)
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a.Animation.Tick();
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}
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}
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@@ -67,7 +67,7 @@ namespace OpenRA.Mods.RA
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Panic();
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}
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public void Attacking(Actor self, Target target)
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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if (self.World.SharedRandom.Next(100 / Info.AttackPanicChance) == 0)
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Panic();
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@@ -137,7 +137,7 @@ namespace OpenRA.Mods.RA
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}
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/* lose our disguise if we attack anything */
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public void Attacking(Actor self, Target target) { DropDisguise(); }
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel) { DropDisguise(); }
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}
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class IgnoresDisguiseInfo : TraitInfo<IgnoresDisguise> {}
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@@ -10,6 +10,7 @@
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using System.Collections.Generic;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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@@ -46,4 +47,5 @@ namespace OpenRA.Mods.RA
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public interface INotifyParachuteLanded { void OnLanded(); }
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public interface INotifyTransform { void OnTransform(Actor self); }
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public interface INotifyTransformed { void OnTransformed(Actor toActor); }
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public interface INotifyAttack { void Attacking(Actor self, Target target, Armament a, Barrel barrel); }
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}
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@@ -69,6 +69,7 @@ HELI:
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Weapon: HeliAGGun
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LocalOffset: 128,-213,-85, 128,213,-85
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Armament@SECONDARY:
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Name: secondary
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Weapon: HeliAAGun
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LocalOffset: 128,-213,-85, 128,213,-85
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AttackHeli:
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@@ -82,7 +83,9 @@ HELI:
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RenderUnit:
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WithRotor:
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Offset: 0,0,85
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WithMuzzleFlash:
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WithMuzzleFlash@PRIMARY:
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WithMuzzleFlash@SECONDARY:
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Armament: secondary
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WithShadow:
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LeavesHusk:
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HuskActor: HELI.Husk
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@@ -106,12 +106,15 @@ APC:
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RecoilRecovery: 18
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LocalOffset: 85,85,299, 85,-85,299
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Armament@SECONDARY:
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Name: secondary
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Weapon: APCGun.AA
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Recoil: 96
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RecoilRecovery: 18
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LocalOffset: 85,85,299, 85,-85,299
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AttackTurreted:
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WithMuzzleFlash:
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WithMuzzleFlash@PRIMARY:
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WithMuzzleFlash@SECONDARY:
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Armament: secondary
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RenderUnit:
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WithTurret:
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AutoTarget:
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@@ -404,6 +407,7 @@ HTNK:
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Recoil: 170
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RecoilRecovery: 42
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Armament@SECONDARY:
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Name: secondary
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Weapon: MammothMissiles
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LocalOffset: -85, 384, 340, -85, -384, 340
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LocalYaw: -100, 100
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@@ -248,9 +248,12 @@ Rules:
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Armament@PRIMARY:
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Weapon:M60mg
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Armament@SECONDARY:
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Name: secondary
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Weapon:M60mg
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AttackFrontal:
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WithMuzzleFlash:
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WithMuzzleFlash@PRIMARY:
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WithMuzzleFlash@SECONDARY:
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Armament: secondary
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MustBeDestroyed:
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-GivesBounty:
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PT:
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@@ -145,6 +145,7 @@ YAK:
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Weapon: ChainGun.Yak
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LocalOffset: 256,-213,0
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Armament@SECONDARY:
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Name: secondary
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Weapon: ChainGun.Yak
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LocalOffset: 256,213,0
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AttackPlane:
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@@ -163,7 +164,9 @@ YAK:
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ReloadTicks: 11
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IronCurtainable:
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ReturnOnIdle:
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WithMuzzleFlash:
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WithMuzzleFlash@PRIMARY:
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WithMuzzleFlash@SECONDARY:
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Armament: secondary
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Contrail:
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Offset: -853,0,0
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LeavesHusk:
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@@ -294,6 +297,7 @@ HIND:
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Weapon: ChainGun
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LocalOffset: 85,-213,-85
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Armament@SECONDARY:
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Name: secondary
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Weapon: ChainGun
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LocalOffset: 85,213,-85
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AttackHeli:
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@@ -314,7 +318,9 @@ HIND:
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IronCurtainable:
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Selectable:
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Bounds: 38,32,0,0
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WithMuzzleFlash:
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WithMuzzleFlash@PRIMARY:
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WithMuzzleFlash@SECONDARY:
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Armament: secondary
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LeavesHusk:
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HuskActor: HIND.Husk
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SmokeTrailWhenDamaged:
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