added support for weapon launch sound effects
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@@ -9,6 +9,7 @@
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#endregion
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#endregion
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Traits;
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@@ -33,6 +34,9 @@ namespace OpenRA.Mods.RA.Effects
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anim.PlayRepeating("up");
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anim.PlayRepeating("up");
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pos = launchPos;
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pos = launchPos;
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var weaponRules = Rules.Weapons[weapon.ToLowerInvariant()];
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if (weaponRules.Report != null && weaponRules.Report.Any())
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Sound.Play(weaponRules.Report.Random(firedBy.World.SharedRandom), pos);
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if (silo == null)
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if (silo == null)
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StartDescent(firedBy.World);
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StartDescent(firedBy.World);
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}
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}
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@@ -60,6 +60,7 @@ GrenadierExplode:
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ImpactSound: xplosml2.aud
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ImpactSound: xplosml2.aud
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Atomic:
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Atomic:
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Report: nukemisl.aud
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Warhead@impact:
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Warhead@impact:
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Damage: 1000
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Damage: 1000
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Spread: 6
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Spread: 6
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