Move MuzzleFlash definition onto Armament.
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@@ -44,6 +44,12 @@ namespace OpenRA.Mods.RA
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[Desc("Recoil recovery per-frame")]
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public readonly WRange RecoilRecovery = new WRange(9);
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[Desc("Muzzle flash sequence to render")]
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public readonly string MuzzleSequence = null;
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[Desc("Use multiple muzzle images if non-zero")]
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public readonly int MuzzleSplitFacings = 0;
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public object Create(ActorInitializer init) { return new Armament(init.self, this); }
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}
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@@ -19,36 +19,25 @@ namespace OpenRA.Mods.RA.Render
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{
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class WithMuzzleFlashInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>, Requires<ArmamentInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "muzzle";
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[Desc("Armament name")]
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public readonly string Armament = "primary";
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[Desc("Are the muzzle facings split into multiple shps?")]
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public readonly bool SplitFacings = false;
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[Desc("Number of separate facing images that are defined in the sequences.")]
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public readonly int FacingCount = 8;
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public object Create(ActorInitializer init) { return new WithMuzzleFlash(init.self, this); }
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public object Create(ActorInitializer init) { return new WithMuzzleFlash(init.self); }
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}
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class WithMuzzleFlash : INotifyAttack, IRender, ITick
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{
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readonly WithMuzzleFlashInfo info;
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Dictionary<Barrel, bool> visible = new Dictionary<Barrel, bool>();
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Dictionary<Barrel, AnimationWithOffset> anims = new Dictionary<Barrel, AnimationWithOffset>();
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Func<int> getFacing;
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public WithMuzzleFlash(Actor self, WithMuzzleFlashInfo info)
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public WithMuzzleFlash(Actor self)
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{
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this.info = info;
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var render = self.Trait<RenderSprites>();
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var facing = self.TraitOrDefault<IFacing>();
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var arm = self.TraitsImplementing<Armament>()
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.Single(a => a.Info.Name == info.Armament);
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foreach (var arm in self.TraitsImplementing<Armament>())
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{
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// Skip armaments that don't define muzzles
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if (arm.Info.MuzzleSequence == null)
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continue;
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foreach (var b in arm.Barrels)
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{
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@@ -68,18 +57,18 @@ namespace OpenRA.Mods.RA.Render
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p => WithTurret.ZOffsetFromCenter(self, p, 2)));
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}
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}
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}
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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if (a.Info.Name != info.Armament)
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var sequence = a.Info.MuzzleSequence;
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if (sequence == null)
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return;
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if (a.Info.MuzzleSplitFacings > 0)
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sequence += Traits.Util.QuantizeFacing(getFacing(), a.Info.MuzzleSplitFacings).ToString();
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visible[barrel] = true;
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var sequence = info.Sequence;
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if (info.SplitFacings)
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sequence += Traits.Util.QuantizeFacing(getFacing(), info.FacingCount).ToString();
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anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
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}
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