Add BeamRenderable for lasers.
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@@ -78,34 +78,21 @@ namespace OpenRA.Mods.RA.Effects
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (ticks < info.BeamDuration)
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{
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var src = new PPos(args.src.X, args.src.Y).ToWPos(args.srcAltitude);
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var dest = new PPos(args.dest.X, args.dest.Y).ToWPos(args.destAltitude);
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var rc = Color.FromArgb((info.BeamDuration - ticks)*255/info.BeamDuration, color);
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yield return new BeamRenderable(src, 0, dest - src, info.BeamWidth, rc);
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}
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if (hitanim != null)
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yield return new SpriteRenderable(hitanim.Image, args.dest.ToFloat2(),
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wr.Palette("effect"), (int)args.dest.Y);
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if (ticks >= info.BeamDuration)
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yield break;
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var rc = Color.FromArgb((info.BeamDuration - ticks)*255/info.BeamDuration, color);
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var src = new PPos(args.src.X, args.src.Y - args.srcAltitude);
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var dest = new PPos(args.dest.X, args.dest.Y - args.destAltitude);
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var wlr = Game.Renderer.WorldLineRenderer;
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// TODO: Push this into a BeamRenderable, with support for refraction/ripples on sonic weapons
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var lineWidth = wlr.LineWidth;
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if (lineWidth != info.BeamWidth)
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{
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wlr.Flush();
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wlr.LineWidth = info.BeamWidth;
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}
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wlr.DrawLine(src.ToFloat2(), dest.ToFloat2(), rc, rc);
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if (lineWidth != info.BeamWidth)
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{
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wlr.Flush();
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wlr.LineWidth = lineWidth;
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}
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}
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}
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}
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