add Chance (%) value to Explodes:
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@@ -18,7 +18,9 @@ namespace OpenRA.Mods.RA
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[WeaponReference]
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[WeaponReference]
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public readonly string Weapon = "UnitExplode";
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public readonly string Weapon = "UnitExplode";
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[WeaponReference]
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[WeaponReference]
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public readonly string EmptyWeapon = "UnitExplode";
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public readonly string EmptyWeapon = "UnitExplode";
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public readonly int Chance = 100;
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}
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}
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class Explodes : INotifyDamage
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class Explodes : INotifyDamage
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@@ -26,7 +28,10 @@ namespace OpenRA.Mods.RA
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public void Damaged(Actor self, AttackInfo e)
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public void Damaged(Actor self, AttackInfo e)
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{
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{
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if (e.DamageState == DamageState.Dead)
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if (e.DamageState == DamageState.Dead)
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{
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{
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if (self.World.SharedRandom.Next(100) > self.Info.Traits.Get<ExplodesInfo>().Chance)
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return;
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var weapon = ChooseWeaponForExplosion(self);
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var weapon = ChooseWeaponForExplosion(self);
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if (weapon != null)
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if (weapon != null)
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{
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{
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