merging bob's changes
This commit is contained in:
@@ -58,8 +58,11 @@ namespace OpenRa.Game
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}
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}
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if (mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down)
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if (mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down)
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if (orderGenerator != null)
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if (orderGenerator != null)
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orderGenerator.Order(game, new int2((int)xy.X, (int)xy.Y)).Apply(game);
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{
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var order = orderGenerator.Order(game, new int2((int)xy.X, (int)xy.Y));
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if (order != null) order.Apply(game);
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}
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}
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}
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public Unit FindUnit(float2 a, float2 b)
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public Unit FindUnit(float2 a, float2 b)
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@@ -32,7 +32,7 @@ namespace OpenRa.Game.Graphics
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public Sprite GetSprite(int frame)
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public Sprite GetSprite(int frame)
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{
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{
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return UnitSheetBuilder.sprites[frame + start];
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return UnitSheetBuilder.sprites[ ( frame % length ) + start ];
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}
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}
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}
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}
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}
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}
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@@ -38,24 +38,20 @@ namespace OpenRa.Game
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bool windowed = !settings.GetValue("fullscreen", false);
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bool windowed = !settings.GetValue("fullscreen", false);
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renderer = new Renderer(this, GetResolution(settings), windowed);
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renderer = new Renderer(this, GetResolution(settings), windowed);
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SheetBuilder.Initialize( renderer );
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SheetBuilder.Initialize(renderer);
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game = new Game( settings.GetValue( "map", "scm12ea.ini" ), renderer, new int2( ClientSize ) );
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game = new Game(settings.GetValue("map", "scg11eb.ini"), renderer, new int2(ClientSize));
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SequenceProvider.ForcePrecache();
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SequenceProvider.ForcePrecache();
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Unit controlled;
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game.world.Add(new Unit("mcv", new int2(5, 5), game.players[3], game));
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game.world.Add(new Unit("mcv", new int2(7, 5), game.players[2], game));
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game.world.Add( new Unit( "mcv", new int2( 5, 5 ), game.players[ 3 ], game ) );
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game.world.Add(new Unit("mcv", new int2(9, 5), game.players[1], game));
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game.world.Add( new Unit( "mcv", new int2( 7, 5 ), game.players[ 2 ], game ) );
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game.world.Add(new TurretedUnit("jeep", new int2(9, 7), game.players[1], game));
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game.world.Add(controlled = new Unit("mcv", new int2(9, 5), game.players[1], game));
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game.controller.orderGenerator = controlled;
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sidebar = new Sidebar(Race.Soviet, renderer, game);
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sidebar = new Sidebar(Race.Soviet, renderer, game);
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renderer.SetPalette( new HardwarePalette( renderer, game.map ) );
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renderer.SetPalette(new HardwarePalette(renderer, game.map));
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}
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}
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internal void Run()
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internal void Run()
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@@ -13,7 +13,7 @@
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also, <sequence length="*"> creates a sequence that includes all frames
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also, <sequence length="*"> creates a sequence that includes all frames
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after `start`.
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after `start`.
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one day, we might support inheritance here too.
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one day, we might support inheritance here too.
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standard sequence names:
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standard sequence names:
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@@ -108,6 +108,14 @@
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<sequence name="damaged-idle_top" start="4" length="1" src="weap2" />
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<sequence name="damaged-idle_top" start="4" length="1" src="weap2" />
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</unit>
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</unit>
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<!-- allied gun turret -->
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<unit name="gun">
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<sequence name="idle" start="0" length="32"/>
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<sequence name="damaged-idle" start="1" length="32"/>
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<sequence name="make" start="0" length="*" src="gunmake" />
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</unit>
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<!-- mcv -->
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<!-- mcv -->
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<unit name="mcv">
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<unit name="mcv">
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@@ -132,14 +140,50 @@
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<sequence name="harvest5" start="72" length="8"/>
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<sequence name="harvest5" start="72" length="8"/>
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<sequence name="harvest6" start="80" length="8"/>
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<sequence name="harvest6" start="80" length="8"/>
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<sequence name="harvest7" start="88" length="8"/>
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<sequence name="harvest7" start="88" length="8"/>
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<sequence name="empty" start="96" length="15"/>
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</unit>
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</unit>
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<!-- light tank -->
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<unit name="1tnk">
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<sequence name="idle" start="0" length="32"/>
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<sequence name="turret" start="32" length="32"/>
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</unit>
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<!-- medium tank -->
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<unit name="2tnk">
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<sequence name="idle" start="0" length="32"/>
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<sequence name="turret" start="32" length="32"/>
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</unit>
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<!-- heavy tank -->
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<!-- heavy tank -->
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<unit name="3tnk">
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<unit name="3tnk">
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<sequence name="idle" start="0" length="32"/>
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<sequence name="idle" start="0" length="32"/>
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<sequence name="turret" start="32" length="32"/>
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<sequence name="turret" start="32" length="32"/>
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</unit>
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</unit>
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<!-- mammoth tank -->
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<unit name="4tnk">
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<sequence name="idle" start="0" length="32"/>
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<sequence name="turret" start="32" length="32"/>
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</unit>
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<!-- v2 rocket launcher -->
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<unit name="v2rl">
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<sequence name="idle" start="0" length="32"/>
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<sequence name="reloading" start="32" length="32"/>
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<sequence name="aiming" start="64" length="16"/>
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</unit>
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<!-- artillery -->
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<unit name="arty">
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<sequence name="idle" start="0" length="32"/>
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</unit>
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<!-- jeep -->
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<!-- jeep -->
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@@ -148,6 +192,33 @@
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<sequence name="turret" start="32" length="32"/>
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<sequence name="turret" start="32" length="32"/>
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</unit>
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</unit>
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<!-- apc -->
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<unit name="apc">
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<sequence name="idle" start="0" length="32"/>
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</unit>
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<!-- mine layer -->
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<unit name="mnly">
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<sequence name="idle" start="0" length="32"/>
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<!-- and 16 "lay mine" sprites, not used in real-ra -->
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</unit>
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<!-- radar jammer -->
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<unit name="mrj">
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<sequence name="idle" start="0" length="32"/>
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<sequence name="turret" start="32" length="32"/>
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</unit>
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<!-- mobile gap generator -->
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<unit name="mgg">
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<sequence name="idle" start="0" length="32"/>
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<sequence name="turret" start="32" length="8"/>
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</unit>
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<!-- build clock - hacked in -->
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<!-- build clock - hacked in -->
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<unit name="clock">
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<unit name="clock">
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