removed the BS handling of supportpower sounds
This commit is contained in:
@@ -86,6 +86,7 @@ namespace OpenRA.Traits
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if (RemainingTime > 0) --RemainingTime;
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if (RemainingTime > 0) --RemainingTime;
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if (!notifiedCharging)
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if (!notifiedCharging)
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{
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{
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Sound.PlayToPlayer(Owner, Info.BeginChargeSound);
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OnBeginCharging();
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OnBeginCharging();
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notifiedCharging = true;
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notifiedCharging = true;
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}
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}
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@@ -94,6 +95,7 @@ namespace OpenRA.Traits
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if (RemainingTime == 0
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if (RemainingTime == 0
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&& !notifiedReady)
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&& !notifiedReady)
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{
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{
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Sound.PlayToPlayer(Owner, Info.EndChargeSound);
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OnFinishCharging();
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OnFinishCharging();
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notifiedReady = true;
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notifiedReady = true;
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}
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}
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@@ -150,6 +152,7 @@ namespace OpenRA.Traits
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return;
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return;
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}
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}
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Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
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OnActivate();
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OnActivate();
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}
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}
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}
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}
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@@ -37,11 +37,8 @@ namespace OpenRA.Mods.Cnc
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protected override void OnActivate()
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protected override void OnActivate()
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{
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{
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Game.controller.orderGenerator = new GenericSelectTarget(Owner.PlayerActor, "Airstrike", "ability");
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Game.controller.orderGenerator = new GenericSelectTarget(Owner.PlayerActor, "Airstrike", "ability");
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Sound.Play(Info.SelectTargetSound);
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}
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}
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protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
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public void ResolveOrder(Actor self, Order order)
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public void ResolveOrder(Actor self, Order order)
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{
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{
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if (order.OrderString == "Airstrike")
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if (order.OrderString == "Airstrike")
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@@ -52,14 +52,10 @@ namespace OpenRA.Mods.Cnc
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}
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}
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}
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}
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protected override void OnBeginCharging() { Sound.PlayToPlayer(Owner, Info.BeginChargeSound); }
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protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
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protected override void OnActivate()
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protected override void OnActivate()
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{
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{
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Game.controller.orderGenerator =
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Game.controller.orderGenerator =
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new GenericSelectTargetWithBuilding<IonControl>(Owner.PlayerActor, "IonCannon", "ability");
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new GenericSelectTargetWithBuilding<IonControl>(Owner.PlayerActor, "IonCannon", "ability");
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Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
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}
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}
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}
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}
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@@ -35,13 +35,10 @@ namespace OpenRA.Mods.RA
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{
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{
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public ParatroopersPower(Actor self, ParatroopersPowerInfo info) : base(self, info) { }
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public ParatroopersPower(Actor self, ParatroopersPowerInfo info) : base(self, info) { }
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protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
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protected override void OnActivate()
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protected override void OnActivate()
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{
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{
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Game.controller.orderGenerator =
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Game.controller.orderGenerator =
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new GenericSelectTarget( Owner.PlayerActor, "ParatroopersActivate", "ability" );
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new GenericSelectTarget( Owner.PlayerActor, "ParatroopersActivate", "ability" );
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Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
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}
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}
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public void ResolveOrder(Actor self, Order order)
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public void ResolveOrder(Actor self, Order order)
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@@ -36,13 +36,10 @@ namespace OpenRA.Mods.RA.SupportPowers
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{
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{
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public NukePower(Actor self, NukePowerInfo info) : base(self, info) { }
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public NukePower(Actor self, NukePowerInfo info) : base(self, info) { }
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protected override void OnBeginCharging() { Sound.PlayToPlayer(Owner, Info.BeginChargeSound); }
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protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
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protected override void OnActivate()
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protected override void OnActivate()
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{
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{
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Game.controller.orderGenerator =
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Game.controller.orderGenerator =
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new GenericSelectTargetWithBuilding<NukeSilo>(Owner.PlayerActor, "NuclearMissile", "nuke");
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new GenericSelectTargetWithBuilding<NukeSilo>(Owner.PlayerActor, "NuclearMissile", "nuke");
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Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
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}
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}
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public void ResolveOrder(Actor self, Order order)
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public void ResolveOrder(Actor self, Order order)
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