Refactor chronosphere power
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@@ -12,22 +12,14 @@ namespace OpenRa.Mods.Aftermath
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public object Create(Actor self) { return new DemoTruck(self); }
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}
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class DemoTruck : Chronoshiftable, IResolveOrder, INotifyDamage
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class DemoTruck : Chronoshiftable, INotifyDamage
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{
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public DemoTruck(Actor self) : base(self) { }
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public new void ResolveOrder(Actor self, Order order)
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// Explode on chronoshift
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public override void Activate(Actor self, int2 targetLocation, int duration, bool killCargo, Actor chronosphere)
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{
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// Override chronoshifting action to detonate vehicle
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var movement = self.traits.GetOrDefault<IMovement>();
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var chronosphere = self.World.Actors.Where(a => a.Owner == order.Subject.Owner && a.traits.Contains<Chronosphere>()).FirstOrDefault();
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if (order.OrderString == "Chronoshift" && movement.CanEnterCell(order.TargetLocation))
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{
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self.InflictDamage(chronosphere, self.Health, Rules.WarheadInfo["Super"]);
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return;
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}
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base.ResolveOrder(self, order);
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Detonate(self, chronosphere);
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}
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// Fire primary on death
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