Extract contrail fading for dead projectiles into an IEffect.
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@@ -1,6 +1,6 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2013 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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@@ -63,7 +63,6 @@ namespace OpenRA.Mods.RA.Effects
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[Sync] WPos targetPosition;
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[Sync] WVec offset;
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[Sync] int ticks;
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[Sync] bool exploded;
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[Sync] public Actor SourceActor { get { return args.SourceActor; } }
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[Sync] public Target GuidedTarget { get { return args.GuidedTarget; } }
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@@ -112,13 +111,6 @@ namespace OpenRA.Mods.RA.Effects
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public void Tick(World world)
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{
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// Fade the trail out gradually
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if (exploded && info.ContrailLength > 0)
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{
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trail.Update(pos);
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return;
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}
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ticks++;
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anim.Tick();
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@@ -174,12 +166,10 @@ namespace OpenRA.Mods.RA.Effects
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void Explode(World world)
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{
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exploded = true;
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if (info.ContrailLength > 0)
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world.AddFrameEndTask(w => w.Add(new DelayedAction(info.ContrailLength, () => w.Remove(this))));
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else
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world.AddFrameEndTask(w => w.Remove(this));
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world.AddFrameEndTask(w => w.Add(new ContrailFader(pos, trail)));
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world.AddFrameEndTask(w => w.Remove(this));
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// Don't blow up in our launcher's face!
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if (ticks <= info.Arm)
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