fix spy crashing things when disguised as a unit with fewer idle anims
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@@ -56,13 +56,14 @@ namespace OpenRA.Graphics
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PlayThen( sequenceName, () => PlayRepeating( CurrentSequence.Name ) );
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}
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public void ReplaceAnim(string sequenceName)
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public bool ReplaceAnim(string sequenceName)
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{
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if (!HasSequence(sequenceName))
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return;
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return false;
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CurrentSequence = SequenceProvider.GetSequence(name, sequenceName);
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frame %= CurrentSequence.Length;
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return true;
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}
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public void PlayThen( string sequenceName, Action after )
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@@ -124,14 +125,15 @@ namespace OpenRA.Graphics
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}
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}
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public void ChangeImage(string newImage)
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public void ChangeImage(string newImage, string newAnimIfMissing)
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{
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newImage = newImage.ToLowerInvariant();
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if (name != newImage)
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{
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name = newImage.ToLowerInvariant();
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ReplaceAnim(CurrentSequence.Name);
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if (!ReplaceAnim(CurrentSequence.Name))
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ReplaceAnim(newAnimIfMissing);
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}
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}
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@@ -8,8 +8,8 @@
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*/
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#endregion
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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@@ -20,7 +20,6 @@ namespace OpenRA.Mods.RA
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public object Create(ActorInitializer init) { return new IdleAnimation(this); }
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}
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// infantry prone behavior
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class IdleAnimation : ITick, INotifyIdle
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{
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enum IdleState
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@@ -54,7 +53,12 @@ namespace OpenRA.Mods.RA
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else if (delay > 0 && --delay == 0)
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{
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state = IdleState.Active;
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self.Trait<RenderInfantry>().anim.PlayThen(sequence, () => state = IdleState.None);
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var ri = self.TraitOrDefault<RenderInfantry>();
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if (ri.anim.HasSequence(sequence))
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ri.anim.PlayThen(sequence, () => state = IdleState.None);
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else
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state = IdleState.None;
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}
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}
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@@ -46,13 +46,13 @@ namespace OpenRA.Mods.RA.Render
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{
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disguisedAsPlayer = target.Owner;
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disguisedAsSprite = target.Trait<RenderSimple>().GetImage(target);
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anim.ChangeImage(disguisedAsSprite);
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anim.ChangeImage(disguisedAsSprite, "stand");
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}
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else
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{
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disguisedAsPlayer = null;
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disguisedAsSprite = null;
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anim.ChangeImage(GetImage(self));
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anim.ChangeImage(GetImage(self), "stand");
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}
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}
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}
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