Add a MoveIntoShroud switch to AttackMove as well.
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abcdefg30
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db2d432c39
commit
d4340fa799
@@ -31,6 +31,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("The condition to grant to self while scanning for targets during an assault-move.")]
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public readonly string AssaultMoveScanCondition = null;
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[Desc("Can the actor be ordered to move in to shroud?")]
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public readonly bool MoveIntoShroud = true;
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public object Create(ActorInitializer init) { return new AttackMove(init.Self, this); }
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}
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@@ -108,6 +111,9 @@ namespace OpenRA.Mods.Common.Traits
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if (!order.Queued)
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self.CancelActivity();
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if (!info.MoveIntoShroud && !self.Owner.Shroud.IsExplored(order.TargetLocation))
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return;
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TargetLocation = move.NearestMoveableCell(order.TargetLocation);
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self.SetTargetLine(Target.FromCell(self.World, TargetLocation.Value), Color.Red);
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Activate(self, order.OrderString == "AssaultMove");
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@@ -824,6 +824,7 @@
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Type: GroundPosition
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AttackMove:
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Voice: Move
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MoveIntoShroud: false
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ActorLostNotification:
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BodyOrientation:
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QuantizedFacings: 0
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