Replace FlashPaletteEffect with a post-processing shader.
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35
OpenRA.Mods.Common/Warheads/FlashEffectWarhead.cs
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35
OpenRA.Mods.Common/Warheads/FlashEffectWarhead.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.GameRules;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Warheads
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{
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[Desc("Used to trigger a FlashPostProcessEffect trait on the world actor.")]
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public class FlashEffectWarhead : Warhead
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{
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[Desc("Corresponds to `Type` from `FlashPostProcessEffect` on the world actor.")]
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public readonly string FlashType = null;
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[FieldLoader.Require]
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[Desc("Duration of the flashing, measured in ticks. Set to -1 to default to the `Length` of the `FlashPostProcessEffect`.")]
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public readonly int Duration = 0;
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public override void DoImpact(in Target target, WarheadArgs args)
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{
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foreach (var flash in args.SourceActor.World.WorldActor.TraitsImplementing<FlashPostProcessEffect>())
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if (flash.Info.Type == FlashType)
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flash.Enable(Duration);
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}
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}
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}
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