make the fallrate customizable
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@@ -24,13 +24,17 @@ namespace OpenRA.Mods.RA.Effects
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readonly WVec parachuteOffset;
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readonly WVec parachuteOffset;
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readonly Actor cargo;
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readonly Actor cargo;
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WPos pos;
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WPos pos;
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WVec fallRate = new WVec(0, 0, 13);
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WVec fallVector;
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public Parachute(Actor cargo, WPos dropPosition)
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public Parachute(Actor cargo, WPos dropPosition)
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{
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{
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this.cargo = cargo;
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this.cargo = cargo;
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parachutableInfo = cargo.Info.Traits.GetOrDefault<ParachutableInfo>();
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parachutableInfo = cargo.Info.Traits.GetOrDefault<ParachutableInfo>();
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if (parachutableInfo != null)
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fallVector = new WVec(0, 0, parachutableInfo.FallRate);
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var parachuteSprite = parachutableInfo != null ? parachutableInfo.ParachuteSequence : null;
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var parachuteSprite = parachutableInfo != null ? parachutableInfo.ParachuteSequence : null;
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if (parachuteSprite != null)
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if (parachuteSprite != null)
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{
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{
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@@ -62,7 +66,7 @@ namespace OpenRA.Mods.RA.Effects
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if (shadow != null)
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if (shadow != null)
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shadow.Tick();
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shadow.Tick();
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pos -= fallRate;
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pos -= fallVector;
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if (pos.Z <= 0)
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if (pos.Z <= 0)
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{
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{
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@@ -35,6 +35,8 @@ namespace OpenRA.Mods.RA
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public readonly WVec ParachuteOffset = WVec.Zero;
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public readonly WVec ParachuteOffset = WVec.Zero;
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public readonly int FallRate = 13;
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[Desc("Alternative to ParachuteShadowPalette which disables it and allows to set a custom sprite sequence instead.")]
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[Desc("Alternative to ParachuteShadowPalette which disables it and allows to set a custom sprite sequence instead.")]
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public readonly string ShadowSequence = null;
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public readonly string ShadowSequence = null;
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[Desc("Optional, otherwise defaults to the palette the actor is using.")]
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[Desc("Optional, otherwise defaults to the palette the actor is using.")]
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@@ -197,6 +197,7 @@
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ScriptTriggers:
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ScriptTriggers:
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DeathSounds:
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DeathSounds:
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Parachutable:
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Parachutable:
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FallRate: 130
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^Plane:
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^Plane:
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AppearsOnRadar:
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AppearsOnRadar:
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