Remove the now-redundant ScriptInvulnerable trait.
This commit is contained in:
@@ -502,7 +502,6 @@
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<Compile Include="Scripting\Properties\TransportProperties.cs" />
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<Compile Include="Scripting\Global\CameraGlobal.cs" />
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<Compile Include="Scripting\Properties\ChronosphereProperties.cs" />
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<Compile Include="Scripting\ScriptInvulnerable.cs" />
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<Compile Include="Console\ChatCommands.cs" />
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<Compile Include="Console\DevCommands.cs" />
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<Compile Include="Console\HelpCommand.cs" />
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@@ -33,22 +33,4 @@ namespace OpenRA.Mods.RA.Scripting
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[Desc("Maximum health of the actor.")]
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public int MaxHealth { get { return health.MaxHP; } }
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}
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[ScriptPropertyGroup("General")]
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public class InvulnerableProperties : ScriptActorProperties, Requires<ScriptInvulnerableInfo>
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{
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ScriptInvulnerable invulnerable;
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public InvulnerableProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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invulnerable = self.Trait<ScriptInvulnerable>();
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}
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[Desc("Set or query unit invulnerablility.")]
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public bool Invulnerable
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{
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get { return invulnerable.Invulnerable; }
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set { invulnerable.Invulnerable = value; }
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}
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}
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}
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@@ -1,28 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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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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[Desc("Allows map scripts to make this actor invulnerable via actor.Invulnerable = true.")]
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class ScriptInvulnerableInfo : TraitInfo<ScriptInvulnerable> {}
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class ScriptInvulnerable : IDamageModifier
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{
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public bool Invulnerable = false;
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public int GetDamageModifier(Actor attacker, DamageWarhead warhead)
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{
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return Invulnerable ? 0 : 100;
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}
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}
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}
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@@ -109,8 +109,8 @@ end
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SetupAlliedUnits = function()
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Utils.Do(Map.NamedActors, function(a)
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if a.Owner == allies and a.HasProperty("Invulnerable") then
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a.Invulnerable = true
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if a.Owner == allies and a.HasProperty("AcceptsUpgrade") and a.AcceptsUpgrade("unkillable") then
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a.GrantUpgrade("unkillable")
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a.Stance = "Defend"
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end
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end)
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@@ -1295,19 +1295,20 @@ Rules:
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Health:
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HP: 200
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^Vehicle:
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ScriptInvulnerable:
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GivesBounty:
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Percentage: 0
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GainsExperience:
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Upgrades:
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InvulnerabilityUpgrade@UNKILLABLE:
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RequiresUpgrade: unkillable
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^Tank:
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ScriptInvulnerable:
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GivesBounty:
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Percentage: 0
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GainsExperience:
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Upgrades:
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InvulnerabilityUpgrade@UNKILLABLE:
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RequiresUpgrade: unkillable
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^Infantry:
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ScriptInvulnerable:
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GivesBounty:
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Percentage: 0
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GainsExperience:
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@@ -1318,20 +1319,25 @@ Rules:
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VolumeMultiplier: 0.1
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DeathSounds@ZAPPED:
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VolumeMultiplier: 0.1
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InvulnerabilityUpgrade@UNKILLABLE:
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RequiresUpgrade: unkillable
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^Ship:
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ScriptInvulnerable:
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GivesBounty:
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Percentage: 0
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GainsExperience:
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Upgrades:
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InvulnerabilityUpgrade@UNKILLABLE:
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RequiresUpgrade: unkillable
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^Plane:
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ScriptInvulnerable:
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GivesBounty:
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Percentage: 0
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InvulnerabilityUpgrade@UNKILLABLE:
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RequiresUpgrade: unkillable
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^Building:
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ScriptInvulnerable:
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GivesBounty:
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Percentage: 0
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InvulnerabilityUpgrade@UNKILLABLE:
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RequiresUpgrade: unkillable
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Sequences:
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@@ -147,7 +147,7 @@ WorldLoaded = function()
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Utils.Do(Snipers, function(a)
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if a.Owner == soviets then
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a.Invulnerable = true
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a.GrantUpgrade("unkillable")
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end
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end)
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@@ -665,7 +665,8 @@ Rules:
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HP: 200
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AutoTarget:
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InitialStance: Defend
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ScriptInvulnerable:
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InvulnerabilityUpgrade@UNKILLABLE:
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RequiresUpgrade: unkillable
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SPY:
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Inherits: ^Infantry
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Buildable:
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