Move damage sounds and shaking from Building/RenderBuilding into their own traits. Fix wall damage/death sounds under cnc.
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48
OpenRA.Mods.RA/Buildings/SoundOnDamageTransition.cs
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48
OpenRA.Mods.RA/Buildings/SoundOnDamageTransition.cs
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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 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.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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public class SoundOnDamageTransitionInfo : ITraitInfo
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{
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public readonly string DamagedSound;
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public readonly string DestroyedSound;
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public object Create(ActorInitializer init) { return new SoundOnDamageTransition(this);}
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}
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public class SoundOnDamageTransition : INotifyDamage
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{
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readonly SoundOnDamageTransitionInfo Info;
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public SoundOnDamageTransition( SoundOnDamageTransitionInfo info )
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{
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Info = info;
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}
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public virtual void Damaged(Actor self, AttackInfo e)
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{
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if (!e.DamageStateChanged)
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return;
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if (e.DamageState == DamageState.Dead)
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Sound.Play(Info.DestroyedSound, self.CenterLocation);
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else if (e.DamageState >= DamageState.Heavy && e.PreviousDamageState < DamageState.Heavy)
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Sound.Play(Info.DamagedSound, self.CenterLocation);
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}
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}
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}
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