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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@@ -151,8 +151,6 @@ namespace OpenRA.Mods.Common.Effects
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weapon.Impact(target, warheadArgs);
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world.WorldActor.Trait<ScreenShaker>().AddEffect(20, pos, 5);
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foreach (var flash in world.WorldActor.TraitsImplementing<FlashPaletteEffect>())
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if (flash.Info.Type == flashType)
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flash.Enable(-1);
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34
OpenRA.Mods.Common/Warheads/ShakeScreenWarhead.cs
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34
OpenRA.Mods.Common/Warheads/ShakeScreenWarhead.cs
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@@ -0,0 +1,34 @@
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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.GameRules;
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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("Makes the screen shake.")]
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public class ShakeScreenWarhead : Warhead
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{
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[Desc("Duration of the shaking.")]
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public readonly int Duration = 0;
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[Desc("Shake intensity.")]
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public readonly int Intensity = 0;
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[Desc("Shake multipliers by the X and Y axis, comma-separated.")]
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public readonly float2 Multiplier = new float2(0, 0);
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public override void DoImpact(Target target, WarheadArgs args)
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{
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args.SourceActor.World.WorldActor.Trait<ScreenShaker>().AddEffect(Duration, target.CenterPosition, Intensity, Multiplier);
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}
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}
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}
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