Bring Mods.D2k in line with our new folder/namespace structure
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51
OpenRA.Mods.D2k/Warheads/ChangeOwnerWarhead.cs
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51
OpenRA.Mods.D2k/Warheads/ChangeOwnerWarhead.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.GameRules;
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using OpenRA.Mods.D2k.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Warheads
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{
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[Desc("Interacts with the DynamicOwnerChange trait.")]
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public class ChangeOwnerWarhead : Warhead
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{
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[Desc("Duration of the owner change (in ticks). Set to 0 to make it permanent.")]
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public readonly int Duration = 0;
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public readonly WRange Range = WRange.FromCells(1);
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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var actors = target.Type == TargetType.Actor ? new[] { target.Actor } :
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firedBy.World.FindActorsInCircle(target.CenterPosition, Range);
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foreach (var a in actors)
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{
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if (a.Owner == firedBy.Owner) // don't do anything on friendly fire
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continue;
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if (Duration == 0)
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a.ChangeOwner(firedBy.Owner); // permanent
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else
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{
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var tempOwnerManager = a.TraitOrDefault<TemporaryOwnerManager>();
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if (tempOwnerManager == null)
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continue;
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tempOwnerManager.ChangeOwner(a, firedBy.Owner, Duration);
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}
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a.CancelActivity(); // stop shooting, you have got new enemies
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}
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}
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}
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}
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