Refactor Traits.fake into a Tags interface for primary production structures +mods
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@@ -6,7 +6,10 @@ using System.Drawing;
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namespace OpenRa.Game.Traits
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{
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enum DamageState { Normal, Half, Dead };
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// depends on the order of pips in WorldRenderer.cs!
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enum PipType { Transparent, Green, Yellow, Red, Gray };
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enum TagType { None, Fake, Primary };
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interface ITick { void Tick(Actor self); }
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interface IRender { IEnumerable<Tuple<Sprite, float2, int>> Render(Actor self); }
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@@ -25,4 +28,5 @@ namespace OpenRa.Game.Traits
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interface IDamageModifier { float GetDamageModifier(); }
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interface ISpeedModifier { float GetSpeedModifier(); }
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interface IPips { IEnumerable<PipType> GetPips(); }
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interface ITags { IEnumerable<TagType> GetTags(); }
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}
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