Use ShakeOnDeath instead of the hardcoded shaking for bridges
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@@ -378,7 +378,6 @@ namespace OpenRA.Mods.Common.Traits
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// Use .FromPos since this actor is killed. Cannot use Target.FromActor
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info.DemolishWeaponInfo.Impact(Target.FromPos(self.CenterPosition), saboteur, Enumerable.Empty<int>());
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self.World.WorldActor.Trait<ScreenShaker>().AddEffect(15, self.CenterPosition, 6);
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self.Kill(saboteur);
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});
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@@ -116,7 +116,6 @@ namespace OpenRA.Mods.Common.Traits
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// Use .FromPos since this actor is dead. Cannot use Target.FromActor
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Info.DemolishWeaponInfo.Impact(Target.FromPos(self.CenterPosition), saboteur, Enumerable.Empty<int>());
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self.World.WorldActor.Trait<ScreenShaker>().AddEffect(15, self.CenterPosition, 6);
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self.Kill(saboteur);
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});
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}
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@@ -977,6 +977,9 @@
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ScriptTriggers:
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BodyOrientation:
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QuantizedFacings: 1
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ShakeOnDeath:
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Duration: 15
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Intensity: 6
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^Crate:
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Inherits@1: ^SpriteActor
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@@ -942,6 +942,9 @@
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QuantizedFacings: 1
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Interactable:
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Bounds: 96,48
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ShakeOnDeath:
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Duration: 15
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Intensity: 6
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^Rock:
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Inherits@1: ^SpriteActor
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@@ -63,6 +63,9 @@ LOBRDG_A:
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ADestroyedSequences: adead
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BDestroyedSequences: bdead
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ABDestroyedSequences: abdead
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ShakeOnDeath:
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Duration: 15
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Intensity: 6
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LOBRDG_A_D:
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Inherits: LOBRDG_A
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@@ -99,6 +102,9 @@ LOBRDG_B:
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ADestroyedSequences: adead
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BDestroyedSequences: bdead
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ABDestroyedSequences: abdead
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ShakeOnDeath:
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Duration: 15
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Intensity: 6
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LOBRDG_B_D:
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Inherits: LOBRDG_B
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