more cleanup
This commit is contained in:
@@ -90,7 +90,7 @@ namespace OpenRA
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return rawDamage * multiplier;
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return rawDamage * multiplier;
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}
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}
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public static bool WeaponValidForTarget(NewWeaponInfo weapon, Actor target)
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public static bool WeaponValidForTarget(WeaponInfo weapon, Actor target)
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{
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{
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return true; // massive hack, and very wrong.
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return true; // massive hack, and very wrong.
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@@ -44,7 +44,7 @@ namespace OpenRA
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return xs.Aggregate(1f, (a, x) => a * x);
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return xs.Aggregate(1f, (a, x) => a * x);
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}
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}
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public static NewWeaponInfo GetPrimaryWeapon(this Actor self)
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public static WeaponInfo GetPrimaryWeapon(this Actor self)
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{
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{
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var info = self.Info.Traits.GetOrDefault<AttackBaseInfo>();
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var info = self.Info.Traits.GetOrDefault<AttackBaseInfo>();
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if (info == null) return null;
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if (info == null) return null;
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@@ -55,7 +55,7 @@ namespace OpenRA
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return Rules.Weapons[weapon.ToLowerInvariant()];
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return Rules.Weapons[weapon.ToLowerInvariant()];
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}
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}
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public static NewWeaponInfo GetSecondaryWeapon(this Actor self)
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public static WeaponInfo GetSecondaryWeapon(this Actor self)
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{
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{
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var info = self.Info.Traits.GetOrDefault<AttackBaseInfo>();
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var info = self.Info.Traits.GetOrDefault<AttackBaseInfo>();
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if (info == null) return null;
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if (info == null) return null;
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@@ -35,7 +35,7 @@ namespace OpenRA
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public static TechTree TechTree;
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public static TechTree TechTree;
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public static Dictionary<string, ActorInfo> Info;
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public static Dictionary<string, ActorInfo> Info;
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public static Dictionary<string, NewWeaponInfo> Weapons;
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public static Dictionary<string, WeaponInfo> Weapons;
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public static void LoadRules(string map, Manifest m)
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public static void LoadRules(string map, Manifest m)
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{
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{
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@@ -64,9 +64,9 @@ namespace OpenRA
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Info.Add(kv.Key.ToLowerInvariant(), new ActorInfo(kv.Key.ToLowerInvariant(), kv.Value, yamlRules));
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Info.Add(kv.Key.ToLowerInvariant(), new ActorInfo(kv.Key.ToLowerInvariant(), kv.Value, yamlRules));
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var weaponsYaml = m.Weapons.Select(a => MiniYaml.FromFile(a)).Aggregate(MiniYaml.Merge);
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var weaponsYaml = m.Weapons.Select(a => MiniYaml.FromFile(a)).Aggregate(MiniYaml.Merge);
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Weapons = new Dictionary<string, NewWeaponInfo>();
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Weapons = new Dictionary<string, WeaponInfo>();
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foreach (var kv in weaponsYaml)
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foreach (var kv in weaponsYaml)
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Weapons.Add(kv.Key.ToLowerInvariant(), new NewWeaponInfo(kv.Key.ToLowerInvariant(), kv.Value));
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Weapons.Add(kv.Key.ToLowerInvariant(), new WeaponInfo(kv.Key.ToLowerInvariant(), kv.Value));
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TechTree = new TechTree();
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TechTree = new TechTree();
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}
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}
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@@ -1,57 +0,0 @@
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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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namespace OpenRA.GameRules
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{
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public class WarheadInfo
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{
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public readonly int Spread = 1;
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public readonly float[] Verses = { 1, 1, 1, 1, 1 };
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public readonly bool Wall = false;
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public readonly bool Wood = false;
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public readonly bool Ore = false;
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public readonly int Explosion = 0;
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public readonly SmudgeType SmudgeType = SmudgeType.None;
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public readonly int[] SmudgeSize = { 0,0 };
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public readonly int InfDeath = 0;
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public readonly string ImpactSound = null;
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public readonly string WaterImpactSound = null;
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public readonly int Damage = 0; // for new weapons infrastructure
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public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant
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public float EffectivenessAgainst(ArmorType at) { return Verses[ (int)at ]; }
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}
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public enum ArmorType
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{
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none = 0,
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wood = 1,
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light = 2,
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heavy = 3,
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concrete = 4,
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}
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public enum SmudgeType
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{
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None = 0,
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Crater = 1,
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Scorch = 2,
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}
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}
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@@ -25,9 +25,44 @@ using System;
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namespace OpenRA.GameRules
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namespace OpenRA.GameRules
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{
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{
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public class WarheadInfo
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{
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public readonly int Spread = 1;
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public readonly float[] Verses = { 1, 1, 1, 1, 1 };
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public readonly bool Wall = false;
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public readonly bool Wood = false;
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public readonly bool Ore = false;
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public readonly int Explosion = 0;
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public readonly SmudgeType SmudgeType = SmudgeType.None;
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public readonly int[] SmudgeSize = { 0, 0 };
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public readonly int InfDeath = 0;
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public readonly string ImpactSound = null;
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public readonly string WaterImpactSound = null;
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public readonly int Damage = 0; // for new weapons infrastructure
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public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant
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public float EffectivenessAgainst(ArmorType at) { return Verses[(int)at]; }
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}
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public enum ArmorType
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{
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none = 0,
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wood = 1,
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light = 2,
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heavy = 3,
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concrete = 4,
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}
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public enum SmudgeType
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{
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None = 0,
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Crater = 1,
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Scorch = 2,
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}
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public class ProjectileArgs
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public class ProjectileArgs
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{
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{
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public NewWeaponInfo weapon;
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public WeaponInfo weapon;
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public Actor firedBy;
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public Actor firedBy;
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public int2 src;
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public int2 src;
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public int srcAltitude;
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public int srcAltitude;
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@@ -37,12 +72,9 @@ namespace OpenRA.GameRules
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public int destAltitude;
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public int destAltitude;
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}
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}
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public interface IProjectileInfo
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public interface IProjectileInfo { IEffect Create(ProjectileArgs args); }
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{
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IEffect Create(ProjectileArgs args);
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}
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public class NewWeaponInfo
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public class WeaponInfo
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{
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{
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public readonly float Range = 0;
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public readonly float Range = 0;
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public readonly string Report = null;
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public readonly string Report = null;
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@@ -53,7 +85,7 @@ namespace OpenRA.GameRules
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public IProjectileInfo Projectile;
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public IProjectileInfo Projectile;
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public List<WarheadInfo> Warheads = new List<WarheadInfo>();
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public List<WarheadInfo> Warheads = new List<WarheadInfo>();
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public NewWeaponInfo(string name, MiniYaml content)
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public WeaponInfo(string name, MiniYaml content)
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{
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{
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foreach (var kv in content.Nodes)
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foreach (var kv in content.Nodes)
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{
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{
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@@ -75,7 +75,7 @@
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<ItemGroup>
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<ItemGroup>
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<Compile Include="Chat.cs" />
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<Compile Include="Chat.cs" />
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<Compile Include="Chrome.cs" />
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<Compile Include="Chrome.cs" />
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<Compile Include="GameRules\NewWeaponInfo.cs" />
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<Compile Include="GameRules\WeaponInfo.cs" />
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<Compile Include="Traits\AI\ReturnOnIdle.cs" />
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<Compile Include="Traits\AI\ReturnOnIdle.cs" />
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<Compile Include="Traits\World\Shroud.cs" />
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<Compile Include="Traits\World\Shroud.cs" />
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<Compile Include="Widgets\Delegates\ConnectionDialogsDelegate.cs" />
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<Compile Include="Widgets\Delegates\ConnectionDialogsDelegate.cs" />
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@@ -155,7 +155,6 @@
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<Compile Include="GameRules\Footprint.cs" />
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<Compile Include="GameRules\Footprint.cs" />
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<Compile Include="GameRules\InfoLoader.cs" />
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<Compile Include="GameRules\InfoLoader.cs" />
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<Compile Include="GameRules\Rules.cs" />
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<Compile Include="GameRules\Rules.cs" />
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<Compile Include="GameRules\WarheadInfo.cs" />
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<Compile Include="Graphics\Animation.cs" />
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<Compile Include="Graphics\Animation.cs" />
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<Compile Include="Game.cs" />
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<Compile Include="Game.cs" />
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<Compile Include="Graphics\CursorSequence.cs" />
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<Compile Include="Graphics\CursorSequence.cs" />
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Reference in New Issue
Block a user