Created ShakeScreenWarhead and removed the hardcoded shaking from NukeLaunch and MadTank
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@@ -33,12 +33,6 @@ namespace OpenRA.Mods.Cnc.Traits
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[WeaponReference]
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public readonly string ThumpDamageWeapon = "MADTankThump";
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public readonly int ThumpShakeIntensity = 3;
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public readonly float2 ThumpShakeMultiplier = new float2(1, 0);
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public readonly int ThumpShakeTime = 10;
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[Desc("Measured in ticks.")]
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public readonly int ChargeDelay = 96;
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@@ -219,8 +213,6 @@ namespace OpenRA.Mods.Cnc.Traits
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// Use .FromPos since this weapon needs to affect more than just the MadTank actor
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mad.info.ThumpDamageWeaponInfo.Impact(Target.FromPos(self.CenterPosition), self);
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}
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screenShaker.AddEffect(mad.info.ThumpShakeTime, self.CenterPosition, mad.info.ThumpShakeIntensity, mad.info.ThumpShakeMultiplier);
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}
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if (ticks == mad.info.ChargeDelay)
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