facings for infantry "stand", and removed code for length-based facings (this probably breaks mods/c&c)
This commit is contained in:
@@ -15,12 +15,7 @@ namespace OpenRa.Traits
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public void BuildingComplete( Actor self )
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{
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PlayTurretAnim( self, "idle" );
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}
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void PlayTurretAnim( Actor self, string a )
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{
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anim.PlayFacing( a, () => self.traits.Get<Turreted>().turretFacing );
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anim.Play( "idle" );
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}
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public override void Damaged(Actor self, AttackInfo e)
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@@ -30,10 +25,10 @@ namespace OpenRa.Traits
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switch (e.DamageState)
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{
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case DamageState.Normal:
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PlayTurretAnim(self, "idle");
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anim.Play( "idle" );
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break;
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case DamageState.Half:
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PlayTurretAnim(self, "damaged-idle");
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anim.Play( "damaged-idle" );
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Sound.Play("kaboom1.aud");
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break;
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}
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@@ -13,8 +13,7 @@ namespace OpenRa.Traits
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public RenderInfantry(Actor self)
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: base(self, () => self.traits.Get<Unit>().Facing)
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{
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anim.PlayFacing("stand",
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() => self.traits.Get<Unit>().Facing);
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anim.Play("stand");
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}
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bool ChooseMoveAnim(Actor self)
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@@ -63,8 +62,7 @@ namespace OpenRa.Traits
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if (IsProne(self))
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anim.PlayFetchIndex("crawl", () => 0); /* what a hack. */
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else
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anim.PlayFacing("stand",
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() => self.traits.Get<Unit>().Facing);
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anim.Play("stand");
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}
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public void Damaged(Actor self, AttackInfo e)
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@@ -15,20 +15,14 @@ namespace OpenRa.Traits
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public RenderUnit(Actor self)
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: base(self, () => self.traits.Get<Unit>().Facing)
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{
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PlayFacingAnim(self);
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anim.Play("idle");
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anims.Add( "smoke", new AnimationWithOffset( new Animation( "smoke_m" ), null, () => !isSmoking ) );
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}
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void PlayFacingAnim(Actor self)
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{
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var unit = self.traits.Get<Unit>();
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anim.PlayFacing("idle", () => unit.Facing);
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}
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public void PlayCustomAnimation(Actor self, string newAnim, Action after)
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{
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anim.PlayThen(newAnim, () => { PlayFacingAnim(self); if (after != null) after(); });
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anim.PlayThen(newAnim, () => { anim.Play("idle"); if (after != null) after(); });
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}
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bool isSmoking;
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@@ -20,7 +20,7 @@ namespace OpenRa.Traits
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var attackInfo = self.Info.Traits.Get<AttackBaseInfo>();
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var turretAnim = new Animation(GetImage(self), () => turreted.turretFacing );
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turretAnim.PlayFacing( "turret", () => turreted.turretFacing );
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turretAnim.Play( "turret" );
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if( attackInfo.PrimaryOffset != null )
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anims.Add("turret_1", new AnimationWithOffset(
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@@ -40,7 +40,7 @@
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<sequence name="turret" start="38" facings="32" />
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</unit>
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<unit name="shok">
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<sequence name="stand" start="0" length="8" />
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<sequence name="stand" start="0" facings="8" />
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<sequence name="stand2" start="8" length="8" />
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<sequence name="run" start="16" length="6" facings="8" />
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<sequence name="shoot" start="64" length="16" facings="8" />
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@@ -56,7 +56,7 @@
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<sequence name="die6" start="0" length="14" src="electro" />
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</unit>
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<unit name="mech">
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<sequence name="stand" start="0" length="8" />
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<sequence name="stand" start="0" facings="8" />
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<sequence name="run" start="8" length="6" facings="8" />
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<sequence name="crawl" start="130" length="4" facings="8" />
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<sequence name="die1" start="193" length="8" />
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@@ -303,7 +303,7 @@
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</unit>
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<!-- rifle infantry -->
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<unit name="e1">
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<sequence name="stand" start="0" length="8" />
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<sequence name="stand" start="0" facings="8" />
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<sequence name="stand2" start="8" length="8" />
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<sequence name="stand3" start="128" length="16" />
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<sequence name="run" start="16" length="6" facings="8" />
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@@ -375,7 +375,7 @@
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<sequence name="idle" start="0" length="1" />
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</unit>
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<unit name="e3">
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<sequence name="stand" start="0" length="8" />
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<sequence name="stand" start="0" facings="8" />
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<sequence name="stand2" start="8" length="8" />
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<sequence name="run" start="16" length="6" facings="8" />
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<sequence name="shoot" start="64" length="8" facings="8" />
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@@ -389,7 +389,7 @@
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<sequence name="prone-shoot" start="192" length="10" facings="8" />
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</unit>
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<unit name="e6">
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<sequence name="stand" start="0" length="8" />
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<sequence name="stand" start="0" facings="8" />
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<sequence name="stand2" start="8" length="8" />
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<sequence name="run" start="16" length="6" facings="8" />
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<sequence name="die1" start="146" length="8" />
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@@ -413,7 +413,7 @@
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<sequence name="turret" start="0" facings="32" src="mgun" />
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</unit>
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<unit name="medi">
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<sequence name="stand" start="0" length="8" />
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<sequence name="stand" start="0" facings="8" />
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<sequence name="run" start="8" length="6" facings="8" />
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<sequence name="heal" start="56" length="58" />
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<sequence name="standup" start="114" length="2" facings="8" />
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@@ -612,7 +612,7 @@
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<sequence name="idle" start="0" length="7" />
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</unit>
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<unit name="e2">
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<sequence name="stand" start="0" length="8" />
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<sequence name="stand" start="0" facings="8" />
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<sequence name="stand2" start="8" length="8" />
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<sequence name="run" start="16" length="6" facings="8" />
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<sequence name="shoot" start="64" length="20" facings="8" />
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@@ -629,7 +629,7 @@
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<sequence name="idle" start="0" length="8" />
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</unit>
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<unit name="dog">
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<sequence name="stand" start="0" length="8" />
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<sequence name="stand" start="0" facings="8" />
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<sequence name="run" start="8" length="6" facings="8" />
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<sequence name="die1" start="236" length="6" />
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<sequence name="die2" start="242" length="9" />
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@@ -642,7 +642,7 @@
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<sequence name="idle" start="0" length="32" />
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</unit>
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<unit name="spy">
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<sequence name="stand" start="0" length="8" />
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<sequence name="stand" start="0" facings="8" />
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<sequence name="stand2" start="8" length="8" />
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<sequence name="run" start="16" length="6" facings="8" />
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<sequence name="shoot" start="64" length="8" facings="8" />
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@@ -660,7 +660,7 @@
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<sequence name="dim" start="4" length="4" />
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</unit>
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<unit name="e7">
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<sequence name="stand" start="0" length="8" />
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<sequence name="stand" start="0" facings="8" />
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<sequence name="run" start="8" length="6" facings="8" />
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<sequence name="shoot" start="56" length="7" facings="8" />
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<sequence name="die1" start="262" length="8" />
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@@ -673,7 +673,7 @@
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<sequence name="prone-shoot" start="176" length="7" facings="8" />
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</unit>
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<unit name="e4">
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<sequence name="stand" start="0" length="8" />
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<sequence name="stand" start="0" facings="8" />
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<sequence name="stand2" start="8" length="8" />
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<sequence name="run" start="16" length="6" facings="8" />
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<sequence name="shoot" start="64" length="16" facings="8" />
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@@ -690,7 +690,7 @@
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<sequence name="idle" start="0" length="8" />
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</unit>
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<unit name="thf">
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<sequence name="stand" start="0" length="8" />
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<sequence name="stand" start="0" facings="8" />
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<sequence name="run" start="8" length="6" facings="8" />
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<sequence name="die1" start="139" length="8" />
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<sequence name="die2" start="147" length="8" />
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