removing dead crap, etc
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@@ -8,7 +8,6 @@ using OpenRa.Game.GameRules;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Support;
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using OpenRa.Game.Traits;
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using System.Windows.Forms;
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namespace OpenRa.Game
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{
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@@ -26,18 +26,11 @@ namespace OpenRa.Game.Graphics
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}
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}
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public float2 Center { get { return 0.25f * new float2(CurrentSequence.GetSprite(0).bounds.Size); } }
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public void Play( string sequenceName )
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{
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PlayThen(sequenceName, () => { });
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}
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public void PlayBackwards(string sequenceName)
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{
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PlayBackwardsThen(sequenceName, () => { });
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}
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public void PlayRepeating( string sequenceName )
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{
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PlayThen( sequenceName, () => PlayRepeating( CurrentSequence.Name ) );
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@@ -1,7 +1,6 @@
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using System.Collections.Generic;
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using OpenRa.FileFormats;
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using System.Linq;
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using System.Linq;
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using IjwFramework.Collections;
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using OpenRa.FileFormats;
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namespace OpenRa.Game.Graphics
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{
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@@ -1,7 +1,6 @@
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using System.Collections.Generic;
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using OpenRa.FileFormats;
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using IjwFramework.Collections;
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using System.Linq;
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using IjwFramework.Collections;
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using OpenRa.FileFormats;
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namespace OpenRa.Game.Graphics
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{
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@@ -1,8 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game.Traits
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{
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@@ -1,9 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game.Traits
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{
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// infantry prone behavior
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@@ -1,7 +1,7 @@
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Graphics;
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using System.Drawing;
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namespace OpenRa.Game.Traits
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{
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@@ -10,29 +10,6 @@ namespace OpenRa.Game.Traits
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// depends on the order of pips in WorldRenderer.cs!
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enum PipType { Transparent, Green, Yellow, Red, Gray };
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enum TagType { None, Fake, Primary };
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struct Renderable
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{
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public readonly Sprite Sprite;
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public readonly float2 Pos;
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public readonly PaletteType Palette;
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public readonly int ZOffset;
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public Renderable(Sprite sprite, float2 pos, PaletteType palette, int zOffset)
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{
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Sprite = sprite;
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Pos = pos;
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Palette = palette;
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ZOffset = zOffset;
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}
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public Renderable(Sprite sprite, float2 pos, PaletteType palette)
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: this(sprite, pos, palette, 0) { }
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public Renderable WithPalette(PaletteType newPalette) { return new Renderable(Sprite, Pos, newPalette, ZOffset); }
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public Renderable WithZOffset(int newOffset) { return new Renderable(Sprite, Pos, Palette, newOffset); }
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public Renderable WithPos(float2 newPos) { return new Renderable(Sprite, newPos, Palette, ZOffset); }
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}
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interface ITick { void Tick(Actor self); }
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interface IRender { IEnumerable<Renderable> Render(Actor self); }
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@@ -65,4 +42,27 @@ namespace OpenRa.Game.Traits
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bool IsCrushableBy(UnitMovementType umt, Player player);
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bool IsPathableCrush(UnitMovementType umt, Player player);
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}
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struct Renderable
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{
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public readonly Sprite Sprite;
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public readonly float2 Pos;
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public readonly PaletteType Palette;
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public readonly int ZOffset;
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public Renderable(Sprite sprite, float2 pos, PaletteType palette, int zOffset)
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{
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Sprite = sprite;
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Pos = pos;
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Palette = palette;
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ZOffset = zOffset;
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}
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public Renderable(Sprite sprite, float2 pos, PaletteType palette)
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: this(sprite, pos, palette, 0) { }
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public Renderable WithPalette(PaletteType newPalette) { return new Renderable(Sprite, Pos, newPalette, ZOffset); }
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public Renderable WithZOffset(int newOffset) { return new Renderable(Sprite, Pos, Palette, newOffset); }
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public Renderable WithPos(float2 newPos) { return new Renderable(Sprite, newPos, Palette, ZOffset); }
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}
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}
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@@ -1,7 +1,7 @@
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using System;
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using System.Linq;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Traits
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{
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@@ -1,8 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Drawing;
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using System.Drawing;
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namespace OpenRa.Game.Traits
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{
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