Add drop pod reinforcements.
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78
OpenRA.Mods.Cnc/Projectiles/DropPodImpact.cs
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78
OpenRA.Mods.Cnc/Projectiles/DropPodImpact.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Effects
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{
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public class DropPodImpact : IProjectile
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{
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readonly Target target;
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readonly Animation entryAnimation;
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readonly Player firedBy;
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readonly string entryPalette;
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readonly WeaponInfo weapon;
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readonly WPos launchPos;
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int weaponDelay;
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bool impacted = false;
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public DropPodImpact(Player firedBy, WeaponInfo weapon, World world, WPos launchPos, Target target,
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int delay, string entryEffect, string entrySequence, string entryPalette)
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{
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this.target = target;
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this.firedBy = firedBy;
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this.weapon = weapon;
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this.entryPalette = entryPalette;
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weaponDelay = delay;
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this.launchPos = launchPos;
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entryAnimation = new Animation(world, entryEffect);
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entryAnimation.PlayThen(entrySequence, () => Finish(world));
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if (weapon.Report != null && weapon.Report.Any())
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Game.Sound.Play(SoundType.World, weapon.Report, world, launchPos);
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}
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public void Tick(World world)
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{
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entryAnimation.Tick();
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if (!impacted && weaponDelay-- <= 0)
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{
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var warheadArgs = new WarheadArgs
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{
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Weapon = weapon,
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Source = target.CenterPosition,
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SourceActor = firedBy.PlayerActor,
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WeaponTarget = target
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};
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weapon.Impact(target, warheadArgs);
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impacted = true;
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}
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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return entryAnimation.Render(launchPos, wr.Palette(entryPalette));
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}
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void Finish(World world)
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{
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world.AddFrameEndTask(w => w.Remove(this));
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}
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}
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}
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