oops; we don't want mod binaries in the repo; demotruck in aftermath mod.
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52
OpenRa.Mods.Aftermath/DemoTruck.cs
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52
OpenRa.Mods.Aftermath/DemoTruck.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Traits;
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using OpenRa.Effects;
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namespace OpenRa.Mods.Aftermath
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{
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class DemoTruckInfo : ITraitInfo
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{
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public object Create(Actor self) { return new DemoTruck(self); }
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}
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class DemoTruck : Chronoshiftable, IResolveOrder, INotifyDamage
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{
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public DemoTruck(Actor self) : base(self) { }
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public new void ResolveOrder(Actor self, Order order)
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{
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// Override chronoshifting action to detonate vehicle
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var movement = self.traits.GetOrDefault<IMovement>();
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var chronosphere = Game.world.Actors.Where(a => a.Owner == order.Subject.Owner && a.traits.Contains<Chronosphere>()).FirstOrDefault();
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if (order.OrderString == "Chronoshift" && movement.CanEnterCell(order.TargetLocation))
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{
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self.InflictDamage(chronosphere, self.Health, Rules.WarheadInfo["Super"]);
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return;
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}
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base.ResolveOrder(self, order);
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}
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// Fire primary on death
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageState == DamageState.Dead)
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Detonate(self, e.Attacker);
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}
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public void Detonate(Actor self, Actor detonatedBy)
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{
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self.InflictDamage(detonatedBy, self.Health, Rules.WarheadInfo["Super"]);
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var unit = self.traits.GetOrDefault<Unit>();
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var altitude = unit != null ? unit.Altitude : 0;
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int2 detonateLocation = self.CenterLocation.ToInt2();
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Game.world.AddFrameEndTask(
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w => w.Add(new Bullet(self.Info.Traits.Get<AttackBaseInfo>().PrimaryWeapon, detonatedBy.Owner, detonatedBy,
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detonateLocation, detonateLocation, altitude, altitude)));
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}
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}
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}
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