Scriptable MSLO and shellmap win
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@@ -27,7 +27,6 @@ namespace OpenRA.Mods.RA
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{
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class NukePowerInfo : SupportPowerInfo
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{
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public readonly string MissileWeapon = "";
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public override object Create(Actor self) { return new NukePower(self, this); }
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}
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@@ -53,15 +52,11 @@ namespace OpenRA.Mods.RA
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if (silo != null)
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silo.traits.Get<RenderBuilding>().PlayCustomAnim(silo, "active");
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Owner.World.AddFrameEndTask(w =>
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{
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// Play to everyone but the current player
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if (Owner != Owner.World.LocalPlayer)
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Sound.Play(Info.LaunchSound);
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//FIRE ZE MISSILES
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w.Add(new NukeLaunch(silo, (Info as NukePowerInfo).MissileWeapon, order.TargetLocation));
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});
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// Play to everyone but the current player
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if (Owner != Owner.World.LocalPlayer)
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Sound.Play(Info.LaunchSound);
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silo.traits.Get<NukeSilo>().Attack(order.TargetLocation);
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Game.controller.CancelInputMode();
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FinishActivate();
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@@ -70,6 +65,29 @@ namespace OpenRA.Mods.RA
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}
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// tag trait for the building
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class NukeSiloInfo : TraitInfo<NukeSilo> { }
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class NukeSilo { }
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class NukeSiloInfo : ITraitInfo
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{
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public readonly string MissileWeapon = "";
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public object Create(Actor self) { return new NukeSilo(self); }
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}
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class NukeSilo
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{
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Actor self;
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public NukeSilo(Actor self)
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{
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this.self = self;
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}
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public void Attack(int2 targetLocation)
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{
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self.traits.Get<RenderBuilding>().PlayCustomAnim(self, "active");
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self.World.AddFrameEndTask(w =>
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{
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//FIRE ZE MISSILES
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w.Add(new NukeLaunch(self, self.Info.Traits.Get<NukeSiloInfo>().MissileWeapon, targetLocation));
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});
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}
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}
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}
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