make the parachute animation optional
instead of hard-coding default sprite sequences
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@@ -18,7 +18,7 @@ namespace OpenRA.Mods.RA.Effects
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{
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public class Parachute : IEffect
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{
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readonly Animation paraAnim;
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readonly Animation parachute;
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readonly WVec parachuteOffset;
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readonly Actor cargo;
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WPos pos;
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@@ -29,9 +29,12 @@ namespace OpenRA.Mods.RA.Effects
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this.cargo = cargo;
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var parachutableInfo = cargo.Info.Traits.GetOrDefault<ParachutableInfo>();
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var sprite = parachutableInfo != null ? parachutableInfo.ParachuteSprite : "parach";
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paraAnim = new Animation(cargo.World, sprite);
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paraAnim.PlayThen("open", () => paraAnim.PlayRepeating("idle"));
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var parachuteSprite = parachutableInfo != null ? parachutableInfo.ParachuteSequence : null;
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if (parachuteSprite != null)
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{
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parachute = new Animation(cargo.World, parachuteSprite);
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parachute.PlayThen("open", () => parachute.PlayRepeating("idle"));
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}
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if (parachutableInfo != null)
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parachuteOffset = parachutableInfo.ParachuteOffset;
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@@ -44,7 +47,8 @@ namespace OpenRA.Mods.RA.Effects
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public void Tick(World world)
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{
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paraAnim.Tick();
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if (parachute != null)
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parachute.Tick();
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pos -= fallRate;
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@@ -79,8 +83,9 @@ namespace OpenRA.Mods.RA.Effects
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yield return c.OffsetBy(pos - c.Pos);
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}
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foreach (var r in paraAnim.Render(pos, parachuteOffset, 1, rc.First().Palette, 1f))
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yield return r;
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if (parachute != null)
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foreach (var r in parachute.Render(pos, parachuteOffset, 1, rc.First().Palette, 1f))
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yield return r;
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}
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}
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}
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