Update rule for WithPermanentInjury removal
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@@ -1,47 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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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.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits.Render
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{
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[Desc("Change the sprite after a certain amount of damage is taken, even when the hitpoints are regenerated.")]
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public class WithPermanentInjuryInfo : ITraitInfo
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{
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public readonly DamageState TriggeringDamageStage = DamageState.Critical;
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public readonly string InjuredSequencePrefix = "crippled-";
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public object Create(ActorInitializer init) { return new WithPermanentInjury(init, this); }
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}
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public class WithPermanentInjury : INotifyDamage, IRenderInfantrySequenceModifier
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{
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readonly WithPermanentInjuryInfo info;
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bool isInjured;
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bool IRenderInfantrySequenceModifier.IsModifyingSequence { get { return isInjured; } }
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string IRenderInfantrySequenceModifier.SequencePrefix { get { return info.InjuredSequencePrefix; } }
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public WithPermanentInjury(ActorInitializer init, WithPermanentInjuryInfo info)
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{
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this.info = info;
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}
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void INotifyDamage.Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageState == info.TriggeringDamageStage)
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isInjured = true;
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}
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}
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}
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