Fix powerdown effect + flash
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@@ -9,7 +9,10 @@ namespace OpenRa.Game.Effects
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Actor a;
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Actor a;
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Building b;
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Building b;
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Animation anim = new Animation("powerdown");
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Animation anim = new Animation("powerdown");
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bool removeNextFrame = false;
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bool indicatorState = true;
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int stateTicks = 0;
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public PowerDownIndicator(Actor a)
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public PowerDownIndicator(Actor a)
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{
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{
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this.a = a;
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this.a = a;
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@@ -19,8 +22,19 @@ namespace OpenRa.Game.Effects
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public void Tick()
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public void Tick()
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{
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{
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if (!b.Disabled || a.IsDead)
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if (removeNextFrame == true)
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Game.world.AddFrameEndTask(w => w.Remove(this));
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Game.world.AddFrameEndTask(w => w.Remove(this));
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// Fix off-by one frame bug with undisabling causing low-power
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if (!b.Disabled || a.IsDead)
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removeNextFrame = true;
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// Flash power icon
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if (++stateTicks == 15)
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{
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stateTicks = 0;
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indicatorState = !indicatorState;
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}
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}
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}
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public IEnumerable<Renderable> Render()
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public IEnumerable<Renderable> Render()
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@@ -28,7 +42,7 @@ namespace OpenRa.Game.Effects
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foreach (var r in a.Render())
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foreach (var r in a.Render())
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yield return r.WithPalette(PaletteType.Disabled);
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yield return r.WithPalette(PaletteType.Disabled);
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if (b.ManuallyDisabled)
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if (b.ManuallyDisabled && indicatorState)
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yield return new Renderable(anim.Image,
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yield return new Renderable(anim.Image,
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a.CenterLocation - .5f * anim.Image.size, PaletteType.Chrome);
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a.CenterLocation - .5f * anim.Image.size, PaletteType.Chrome);
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}
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}
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