[More whitespace fixes]
This commit is contained in:
@@ -102,37 +102,5 @@ namespace OpenRa.Game.GameRules
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public BuildingInfo(string name) : base(name) { }
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}
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/*
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* Example: HARV
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* Unit (can move, etc)
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* PlayerOwned
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* Selectable
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* CanHarvest
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*
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* Example: PROC (refinery)
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* Building (can't move)
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* AcceptsOre (harvester returns here)
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*
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* Example: 3TNK (soviet heavy tank)
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* Unit
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* Turret (can aim in different direction to movement)
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*
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* Example: GUN (allied base defense turret)
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* Building
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* Turret
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*
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* some traits can be determined by fields in rules.ini
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* and some can't :
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* Gap-generator's ability
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* Nuke, chrone, curtain, (super-weapons)
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* Aircraft-landable
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* Selectable (bomber/spyplane can't be selected, for example)
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* AppearsFriendly (spy)
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* IsInfantry (can be build in TENT/BARR, 5-in-a-square)
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* IsVehicle
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* Squashable (sandbags, infantry)
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* Special rendering for war factory
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*/
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}
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}
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@@ -21,7 +21,7 @@ namespace OpenRa.Game.Graphics
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public CursorSequence(string cursorSrc, XmlElement e)
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{
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sprites = CursorSheetBuilder.LoadAllSprites(cursorSrc, ".shp");
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start = int.Parse(e.GetAttribute("start"));
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if (e.GetAttribute("length") == "*" || e.GetAttribute("end") == "*")
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@@ -16,7 +16,7 @@ namespace OpenRa.Game.Graphics
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"v12", "v13", "v14", "v15", "v16", "v17", "v18",
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"fpls", "wcrate", "scrate", "barb", "sbag",
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};
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Sprite[][] overlaySprites;
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Sprite[] smudgeSprites;
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@@ -39,11 +39,11 @@ namespace OpenRa.Game.Graphics
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static void LoadSequencesForUnit(XmlElement eUnit)
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{
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string unitName = eUnit.GetAttribute("name");
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var sequences = eUnit.SelectNodes("./sequence").OfType<XmlElement>()
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.Select(e => new Sequence(unitName, e))
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.ToDictionary(s => s.Name);
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units.Add(unitName, sequences);
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}
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@@ -45,7 +45,7 @@ namespace OpenRa.Game.Graphics
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{
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float2 r1 = new float2(2, -2) / screenSize;
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float2 r2 = new float2(-1, 1);
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renderer.BeginFrame(r1, r2, scrollPosition);
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Game.worldRenderer.Draw();
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@@ -9,7 +9,7 @@ namespace OpenRa.Game
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class MainWindow : Form
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{
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readonly Renderer renderer;
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static Size GetResolution(Settings settings)
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{
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var desktopResolution = Screen.PrimaryScreen.Bounds.Size;
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@@ -119,7 +119,7 @@ namespace OpenRa.Game
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{
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/* make some progress on the first search */
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var p = fromSrc.Expand( passableCost );
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if (fromDest.cellInfo[p.X, p.Y].Seen && fromDest.cellInfo[p.X, p.Y].MinCost < float.PositiveInfinity)
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return MakeBidiPath(fromSrc, fromDest, p);
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@@ -57,8 +57,8 @@ namespace OpenRa.Game
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continue;
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if (customBlock != null && customBlock(newHere))
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continue;
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var est = heuristic( newHere );
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if( est == float.PositiveInfinity )
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continue;
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@@ -84,12 +84,12 @@ namespace OpenRa.Game
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queue.Add( new PathDistance( heuristic( location ), location ) );
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}
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public static PathSearch FromPoint( int2 from, int2 target, UnitMovementType umt, bool checkForBlocked )
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{
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var search = new PathSearch {
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@@ -26,7 +26,7 @@ namespace OpenRa.Game
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if (!Game.IsCloseEnoughToBase(Owner, Building, xy))
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yield break;
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yield return OpenRa.Game.Order.PlaceBuilding( Owner, xy, Building.Name );
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}
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else // rmb
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@@ -128,7 +128,7 @@ namespace OpenRa.Game.Traits.Activities
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Game.UnitInfluence.Remove( mobile );
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var newPath = getPath(self, mobile).TakeWhile(a => a != self.Location).ToList();
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Game.UnitInfluence.Add( mobile );
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if (newPath.Count != 0)
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path = newPath;
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@@ -1,25 +1,25 @@
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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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namespace OpenRa.Game.Traits
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{
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class AttackBase : IOrder, ITick
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{
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public Actor target;
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// time (in frames) until each weapon can fire again.
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protected int primaryFireDelay = 0;
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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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namespace OpenRa.Game.Traits
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{
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class AttackBase : IOrder, ITick
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{
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public Actor target;
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// time (in frames) until each weapon can fire again.
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protected int primaryFireDelay = 0;
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protected int secondaryFireDelay = 0;
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public float primaryRecoil = 0.0f, secondaryRecoil = 0.0f;
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public AttackBase(Actor self) { }
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protected bool CanAttack( Actor self )
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public AttackBase(Actor self) { }
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protected bool CanAttack( Actor self )
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{
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return target != null;
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return target != null;
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}
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public virtual void Tick(Actor self)
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@@ -31,18 +31,18 @@ namespace OpenRa.Game.Traits
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secondaryRecoil = Math.Max(0f, secondaryRecoil - .2f);
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if (target != null && target.IsDead) target = null; /* he's dead, jim. */
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}
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public void DoAttack( Actor self )
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}
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public void DoAttack( Actor self )
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{
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var rut = self.traits.GetOrDefault<RenderUnitTurreted>();
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if( self.unitInfo.Primary != null && CheckFire( self, self.unitInfo.Primary, ref primaryFireDelay,
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self.unitInfo.PrimaryOffset ) )
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{
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var rut = self.traits.GetOrDefault<RenderUnitTurreted>();
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if( self.unitInfo.Primary != null && CheckFire( self, self.unitInfo.Primary, ref primaryFireDelay,
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self.unitInfo.PrimaryOffset ) )
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{
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secondaryFireDelay = Math.Max( 4, secondaryFireDelay );
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primaryRecoil = 1;
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return;
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primaryRecoil = 1;
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return;
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}
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if (self.unitInfo.Secondary != null && CheckFire(self, self.unitInfo.Secondary, ref secondaryFireDelay,
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@@ -51,48 +51,48 @@ namespace OpenRa.Game.Traits
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if (self.unitInfo.SecondaryOffset != null) secondaryRecoil = 1;
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else primaryRecoil = 1;
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return;
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}
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}
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bool CheckFire( Actor self, string weaponName, ref int fireDelay, int[] offset )
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{
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if( fireDelay > 0 ) return false;
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var weapon = Rules.WeaponInfo[ weaponName ];
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if( weapon.Range * weapon.Range < ( target.Location - self.Location ).LengthSquared ) return false;
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fireDelay = weapon.ROF;
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Game.world.Add( new Bullet( weaponName, self.Owner, self,
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self.CenterLocation.ToInt2() + Util.GetTurretPosition( self, offset, 0f ).ToInt2(),
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target.CenterLocation.ToInt2() ) );
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return true;
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}
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public Order Order( Actor self, int2 xy, bool lmb, Actor underCursor )
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{
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if( lmb || underCursor == null ) return null;
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if( underCursor.Owner == self.Owner ) return null;
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return OpenRa.Game.Order.Attack( self, underCursor );
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}
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}
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class AttackTurreted : AttackBase
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{
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public AttackTurreted( Actor self ) : base(self) { self.traits.Get<Turreted>(); }
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public override void Tick(Actor self)
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}
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}
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bool CheckFire( Actor self, string weaponName, ref int fireDelay, int[] offset )
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{
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base.Tick(self);
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if( !CanAttack( self ) ) return;
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var turreted = self.traits.Get<Turreted>();
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turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing );
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if( turreted.desiredFacing != turreted.turretFacing )
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return;
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DoAttack( self );
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}
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}
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}
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if( fireDelay > 0 ) return false;
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var weapon = Rules.WeaponInfo[ weaponName ];
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if( weapon.Range * weapon.Range < ( target.Location - self.Location ).LengthSquared ) return false;
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fireDelay = weapon.ROF;
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Game.world.Add( new Bullet( weaponName, self.Owner, self,
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self.CenterLocation.ToInt2() + Util.GetTurretPosition( self, offset, 0f ).ToInt2(),
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target.CenterLocation.ToInt2() ) );
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return true;
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}
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public Order Order( Actor self, int2 xy, bool lmb, Actor underCursor )
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{
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if( lmb || underCursor == null ) return null;
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if( underCursor.Owner == self.Owner ) return null;
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return OpenRa.Game.Order.Attack( self, underCursor );
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}
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}
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class AttackTurreted : AttackBase
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{
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public AttackTurreted( Actor self ) : base(self) { self.traits.Get<Turreted>(); }
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public override void Tick(Actor self)
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{
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base.Tick(self);
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if( !CanAttack( self ) ) return;
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var turreted = self.traits.Get<Turreted>();
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turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing );
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if( turreted.desiredFacing != turreted.turretFacing )
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return;
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DoAttack( self );
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}
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}
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}
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@@ -47,7 +47,7 @@ namespace OpenRa.Game
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{
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var position = Game.controller.MousePosition.ToInt2();
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var isCloseEnough = Game.IsCloseEnoughToBase(Game.LocalPlayer, bi, position);
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foreach( var t in Footprint.Tiles( bi, position ) )
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spriteRenderer.DrawSprite( ( isCloseEnough && Game.IsCellBuildable( t, bi.WaterBound
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? UnitMovementType.Float : UnitMovementType.Wheel ) && !Game.map.ContainsResource( t ) )
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@@ -68,7 +68,7 @@ namespace SequenceEditor
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{
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Application.EnableVisualStyles();
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Application.SetCompatibleTextRenderingDefault(false);
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FileSystem.Mount(new Folder("./"));
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var packages = new[] { "redalert", "conquer", "hires", "general", "local", "temperat" };
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@@ -28,7 +28,7 @@ namespace SequenceEditor
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{
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base.OnMouseMove(e);
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mousePos = e.Location;
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if (e.Button == MouseButtons.Left)
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isDragging = true;
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