Removed hard coded WeaponInfo section name from NukeLaunch
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@@ -31,7 +31,6 @@ namespace OpenRA.Effects
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class NukeLaunch : IEffect
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{
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readonly ProjectileInfo projectileUp, projectileDown;
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readonly WarheadInfo nukeWarhead;
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readonly Actor silo;
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Animation anim;
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float2 pos;
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@@ -39,14 +38,15 @@ namespace OpenRA.Effects
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readonly int targetAltitude = 400;
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int altitude;
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bool goingUp = true;
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WeaponInfo weapon;
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public NukeLaunch(Actor silo, int2 targetLocation)
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public NukeLaunch(Actor silo, string weapon, int2 targetLocation)
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{
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this.silo = silo;
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this.targetLocation = targetLocation;
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this.weapon = Rules.WeaponInfo[weapon];
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projectileUp = Rules.ProjectileInfo["NukeUp"];
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projectileDown = Rules.ProjectileInfo["NukeDown"];
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nukeWarhead = Rules.WarheadInfo["Nuke"];
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anim = new Animation(projectileUp.Image);
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anim.PlayRepeating("idle");
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@@ -79,8 +79,7 @@ namespace OpenRA.Effects
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void Explode(World world)
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{
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world.AddFrameEndTask(w => w.Remove(this));
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var weapon = Rules.WeaponInfo["Atomic"];
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Combat.DoImpact(pos.ToInt2(), pos.ToInt2(), weapon, projectileDown, nukeWarhead, silo);
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Combat.DoImpact(pos.ToInt2(), pos.ToInt2(), weapon, Rules.ProjectileInfo[weapon.Projectile], Rules.WarheadInfo[weapon.Warhead], silo);
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}
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public IEnumerable<Renderable> Render()
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@@ -57,8 +57,8 @@ namespace OpenRA.Traits
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if (Owner != Owner.World.LocalPlayer)
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Sound.Play("alaunch1.aud");
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// TODO: FIRE ZE MISSILES
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w.Add(new NukeLaunch(silo, order.TargetLocation));
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//FIRE ZE MISSILES
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w.Add(new NukeLaunch(silo, Info.MissileWeapon, order.TargetLocation));
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});
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Game.controller.CancelInputMode();
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@@ -33,6 +33,7 @@ namespace OpenRA.Traits
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public readonly string[] Prerequisites = { };
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public readonly int TechLevel = -1;
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public readonly bool GivenAuto = true;
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public readonly string MissileWeapon = "";
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public abstract object Create(Actor self);
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}
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@@ -50,6 +50,7 @@ Player:
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LongDesc: Launches a nuclear missile at a target location.
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Prerequisites: MSLO
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TechLevel: 12
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MissileWeapon: atomic
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SonarPulsePower:
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Image: sonricon
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ChargeTime: 10
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