Create INotifyDamageStateChanged for nearly everything else that used INotifyDamage.
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@@ -32,7 +32,7 @@ namespace OpenRA.Mods.RA.Render
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}
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}
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public class RenderBuilding : RenderSimple, INotifyDamage, IRenderModifier
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public class RenderBuilding : RenderSimple, INotifyDamageStateChanged, IRenderModifier
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{
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readonly RenderBuildingInfo Info;
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@@ -96,11 +96,8 @@ namespace OpenRA.Mods.RA.Render
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anim.PlayRepeating( NormalizeSequence(self, "idle") );
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}
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public virtual void Damaged(Actor self, AttackInfo e)
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public virtual void DamageStateChanged(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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foreach (var t in FootprintUtils.UnpathableTiles( self.Info.Name, self.Info.Traits.Get<BuildingInfo>(), self.Location ))
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{
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@@ -28,10 +28,8 @@ namespace OpenRA.Mods.RA.Render
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anim.Play( "idle" );
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}
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public override void Damaged(Actor self, AttackInfo e)
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public override void DamageStateChanged(Actor self, AttackInfo e)
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{
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if (!e.DamageStateChanged) return;
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if (e.DamageState >= DamageState.Heavy && e.PreviousDamageState < DamageState.Heavy)
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anim.ReplaceAnim("damaged-idle");
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else if (e.DamageState < DamageState.Heavy)
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@@ -35,10 +35,8 @@ namespace OpenRA.Mods.RA.Render
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anim.PlayFetchIndex(seqName, () => adjacentWalls);
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}
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public override void Damaged(Actor self, AttackInfo e)
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public override void DamageStateChanged(Actor self, AttackInfo e)
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{
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if (!e.DamageStateChanged) return;
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if (e.DamageState == DamageState.Medium && anim.HasSequence("scratched-idle"))
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seqName = "scratched-idle";
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else if (e.DamageState <= DamageState.Medium)
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.RA.Render
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}
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}
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class RenderWarFactory : RenderBuilding, INotifyBuildComplete, INotifyDamage, ITick, INotifyProduction, INotifySold, ISync
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class RenderWarFactory : RenderBuilding, INotifyBuildComplete, ITick, INotifyProduction, INotifySold, ISync
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{
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public Animation roof;
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[Sync]
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@@ -69,10 +69,8 @@ namespace OpenRA.Mods.RA.Render
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}
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}
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public override void Damaged(Actor self, AttackInfo e)
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public override void DamageStateChanged(Actor self, AttackInfo e)
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{
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if (!e.DamageStateChanged) return;
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if (roof.CurrentSequence != null)
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{
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if (e.DamageState >= DamageState.Heavy)
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