Moves BlocksBullets, DeathSounds, ActorLostNotification, AnnounceOnBuild and AnnounceOnKill to Mods.Common
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49
OpenRA.Mods.Common/Traits/Sound/DeathSounds.cs
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49
OpenRA.Mods.Common/Traits/Sound/DeathSounds.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.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Sounds to play when killed.")]
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public class DeathSoundsInfo : ITraitInfo
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{
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[Desc("Death notification voice.")]
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public readonly string DeathSound = "Die";
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[Desc("Multiply volume with this factor.")]
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public readonly float VolumeMultiplier = 1f;
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[Desc("DeathTypes that this should be used for. If empty, this will be used as the default sound.")]
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public readonly string[] DeathTypes = { };
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public object Create(ActorInitializer init) { return new DeathSounds(this); }
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}
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public class DeathSounds : INotifyKilled
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{
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DeathSoundsInfo info;
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public DeathSounds(DeathSoundsInfo info) { this.info = info; }
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public void Killed(Actor self, AttackInfo e)
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{
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// Killed by some non-standard means
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if (e.Warhead == null)
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return;
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var cp = self.CenterPosition;
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if (info.DeathTypes.Contains(e.Warhead.DeathType) || (!info.DeathTypes.Any() && !self.Info.Traits.WithInterface<DeathSoundsInfo>().Any(dsi => dsi.DeathTypes.Contains(e.Warhead.DeathType))))
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Sound.PlayVoiceLocal(info.DeathSound, self, self.Owner.Country.Race, cp, info.VolumeMultiplier);
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}
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}
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}
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