Move Smoke effect, ContrailFader effect, SmudgeLayer and LeaveSmudgeWarhead to Mods.Common
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43
OpenRA.Mods.Common/Effects/ContrailFader.cs
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43
OpenRA.Mods.Common/Effects/ContrailFader.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.Collections.Generic;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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namespace OpenRA.Mods.Common.Effects
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{
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public class ContrailFader : IEffect
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{
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WPos pos;
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ContrailRenderable trail;
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int ticks;
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public ContrailFader(WPos pos, ContrailRenderable trail)
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{
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this.pos = pos;
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this.trail = trail;
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}
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public void Tick(World world)
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{
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if (ticks++ == trail.Length)
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world.AddFrameEndTask(w => w.Remove(this));
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trail.Update(pos);
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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yield return trail;
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}
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}
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}
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45
OpenRA.Mods.Common/Effects/Smoke.cs
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45
OpenRA.Mods.Common/Effects/Smoke.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.Collections.Generic;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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namespace OpenRA.Mods.Common.Effects
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{
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public class Smoke : IEffect
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{
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readonly World world;
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readonly WPos pos;
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readonly CPos cell;
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readonly Animation anim;
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public Smoke(World world, WPos pos, string trail)
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{
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this.world = world;
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this.pos = pos;
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this.cell = world.Map.CellContaining(pos);
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anim = new Animation(world, trail);
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anim.PlayThen("idle",
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() => world.AddFrameEndTask(w => w.Remove(this)));
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}
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public void Tick(World world) { anim.Tick(); }
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (world.FogObscures(cell))
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return SpriteRenderable.None;
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return anim.Render(pos, wr.Palette("effect"));
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}
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}
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}
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