namespace OpenRa.Game.Traits { class TakeCoverInfo : ITraitInfo { public object Create(Actor self) { return new TakeCover(self); } } // infantry prone behavior class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier { const int defaultProneTime = 100; /* ticks, =4s */ const float proneDamage = .5f; const float proneSpeed = .5f; [Sync] int remainingProneTime = 0; public bool IsProne { get { return remainingProneTime > 0; } } public TakeCover(Actor self) {} public void Damaged(Actor self, AttackInfo e) { if (e.Damage > 0) /* fix to allow healing via `damage` */ remainingProneTime = defaultProneTime; } public void Tick(Actor self) { if (IsProne) --remainingProneTime; } public float GetDamageModifier() { return IsProne ? proneDamage : 1f; } public float GetSpeedModifier() { return IsProne ? proneSpeed : 1f; } } }