moved Nuke, Chronoshift into the mod dll.
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@@ -1,88 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Effects
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{
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class NukeInfo : IProjectileInfo
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{
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public readonly string Image = null;
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public IEffect Create(ProjectileArgs args) { return null; }
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}
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class NukeLaunch : IEffect
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{
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readonly Actor silo;
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Animation anim;
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float2 pos;
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int2 targetLocation;
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readonly int targetAltitude = 400;
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int altitude;
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bool goingUp = true;
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public NukeLaunch(Actor silo, string weapon, int2 targetLocation)
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{
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this.silo = silo;
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this.targetLocation = targetLocation;
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anim = new Animation("nuke");
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anim.PlayRepeating("up");
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pos = silo.CenterLocation;
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}
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public void Tick(World world)
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{
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anim.Tick();
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if (goingUp)
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{
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altitude += 10;
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if (altitude >= targetAltitude)
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{
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pos = OpenRA.Traits.Util.CenterOfCell(targetLocation);
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anim = new Animation("nuke");
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anim.PlayRepeating("down");
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goingUp = false;
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}
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}
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else
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{
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altitude -= 10;
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if (altitude <= 0)
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Explode(world);
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}
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}
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void Explode(World world)
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{
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world.AddFrameEndTask(w => w.Remove(this));
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Combat.DoExplosion(silo, "Atomic", pos.ToInt2(), 0);
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world.WorldActor.traits.Get<ScreenShaker>().AddEffect(20, pos, 5);
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}
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public IEnumerable<Renderable> Render()
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{
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yield return new Renderable(anim.Image, pos - 0.5f * anim.Image.size - new float2(0, altitude), "effect");
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}
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}
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}
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