moved infantry traits to ra
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67
OpenRA.Mods.RA/TakeCover.cs
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67
OpenRA.Mods.RA/TakeCover.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class TakeCoverInfo : ITraitInfo
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{
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public object Create(Actor self) { return new TakeCover(self); }
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}
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// infantry prone behavior
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class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier
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{
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const int defaultProneTime = 100; /* ticks, =4s */
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const float proneDamage = .5f;
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const float proneSpeed = .5f;
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[Sync]
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int remainingProneTime = 0;
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public bool IsProne { get { return remainingProneTime > 0; } }
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public TakeCover(Actor self) {}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.Damage > 0) /* fix to allow healing via `damage` */
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remainingProneTime = defaultProneTime;
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}
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public void Tick(Actor self)
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{
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if (IsProne)
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--remainingProneTime;
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}
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public float GetDamageModifier( WarheadInfo warhead )
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{
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return IsProne ? proneDamage : 1f;
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}
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public float GetSpeedModifier()
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{
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return IsProne ? proneSpeed : 1f;
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}
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}
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}
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