Sonar Pulse power. It still doesn't do anything.
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@@ -9,7 +9,7 @@
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#endregion
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using OpenRA.Traits;
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/*
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namespace OpenRA.Mods.RA
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{
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public class SonarPulsePowerInfo : SupportPowerInfo
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@@ -17,31 +17,15 @@ namespace OpenRA.Mods.RA
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public override object Create(ActorInitializer init) { return new SonarPulsePower(init.self, this); }
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}
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public class SonarPulsePower : SupportPower, IResolveOrder
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public class SonarPulsePower : SupportPower
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{
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public SonarPulsePower(Actor self, SonarPulsePowerInfo info) : base(self, info) { }
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protected override void OnBeginCharging() { }
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protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, "pulse1.aud"); }
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protected override void OnActivate()
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public override void Activate(Actor self, Order order)
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{
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Self.World.IssueOrder(new Order("SonarPulse", Owner.PlayerActor, false));
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}
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// TODO: Reveal submarines
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public void ResolveOrder(Actor self, Order order)
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{
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if (!IsReady) return;
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if (order.OrderString == "SonarPulse")
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{
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// TODO: Reveal submarines
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// Should this play for all players?
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Sound.Play("sonpulse.aud");
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FinishActivate();
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}
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// Should this play for all players?
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Sound.Play("sonpulse.aud");
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}
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}
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}
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*/
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@@ -30,8 +30,9 @@ Player:
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# ChargeTime: 10
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# Description: Sonar Pulse (Single Use)
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# LongDesc: Reveals all submarines on the map for a \nshort time.
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# GivenAuto: no
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# OneShot: yes
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# EndChargeSound: pulse1.aud
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# SelectTargetSound: slcttgt1.aud
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# AirstrikePower:
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# Image: pbmbicon
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# ChargeTime: 1
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