buildings under fog
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@@ -83,6 +83,7 @@
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<Compile Include="Orders\GenericSelectTarget.cs" />
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<Compile Include="Orders\GenericSelectTarget.cs" />
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<Compile Include="Traits\Activities\UndeployMcv.cs" />
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<Compile Include="Traits\Activities\UndeployMcv.cs" />
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<Compile Include="Traits\DetectCloaked.cs" />
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<Compile Include="Traits\DetectCloaked.cs" />
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<Compile Include="Traits\Modifiers\FrozenUnderFog.cs" />
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<Compile Include="Traits\Player\ActorGroupProxy.cs" />
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<Compile Include="Traits\Player\ActorGroupProxy.cs" />
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<Compile Include="Traits\Player\PlayerResources.cs" />
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<Compile Include="Traits\Player\PlayerResources.cs" />
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<Compile Include="Traits\Player\TechTreeCache.cs" />
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<Compile Include="Traits\Player\TechTreeCache.cs" />
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57
OpenRA.Game/Traits/Modifiers/FrozenUnderFog.cs
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57
OpenRA.Game/Traits/Modifiers/FrozenUnderFog.cs
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@@ -0,0 +1,57 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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namespace OpenRA.Traits
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{
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class FrozenUnderFogInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new FrozenUnderFog(init.self); }
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}
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class FrozenUnderFog : IRenderModifier
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{
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Shroud shroud;
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Renderable[] cache = { };
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public FrozenUnderFog(Actor self)
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{
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shroud = self.World.WorldActor.traits.Get<Shroud>();
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}
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bool IsVisible(Actor self)
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{
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return self.World.LocalPlayer == null
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|| self.Owner == self.World.LocalPlayer
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|| self.World.LocalPlayer.Shroud.Disabled
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|| Shroud.GetVisOrigins(self).Any(o => self.World.Map.IsInMap(o) && shroud.visibleCells[o.X, o.Y] != 0);
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}
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public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
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{
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if (IsVisible(self))
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cache = r.ToArray();
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return r;
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}
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}
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}
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@@ -65,6 +65,7 @@
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ActorTypes: e1,e1,e1,c1,c2,e6
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ActorTypes: e1,e1,e1,c1,c2,e6
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MustBeDestroyed:
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MustBeDestroyed:
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GivesExperience:
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GivesExperience:
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FrozenUnderFog:
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^Wall:
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^Wall:
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Category: Building
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Category: Building
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