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Pavel Penev penev92

  • Sofia, Bulgaria
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vulture:
torso-moving:
Combine:
vult-torso0067: #swing from facing 0 to 31
Length: *
Frames: 0, 2, 4, 6, 8
vult-torso0067: #swing from facing 0 to 1
Length: *
Frames: 0, 2, 4, 6, 8
FlipX: true
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
Container@OBSERVER_WIDGETS:
Logic: MenuButtonsChromeLogic
OPTIONS_BUTTON:
MenuContainer: INGAME_OBSERVERSTATS_BG
HideIngameUI: false
Pause: false
OBSERVER_STATS_BUTTON:
MenuContainer: INGAME_OBSERVERSTATS_BG
HideIngameUI: true
Pause: false
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
public interface IWarhead
{
[Desc("How much (raw) damage to deal.")]
int Damage { get; }
[Desc("Infantry death animation to use.")]
string DeathType { get; }
[Desc("Whether we should prevent prone response for infantry.")]
bool PreventProne { get; }
public Dictionary<string, PlayerReference> Players
{
get
{
return PlayerDefinitions
.Select(pr => new PlayerReference(new MiniYaml(pr.Key, pr.Value.Nodes)))
.ToDictionary(player => player.Name);
}
set
{
foreach (var frame in originalTileset)
{
var found = false;
foreach (var tile in ourTileset)
{
var match = true;
for (var i = 0; i < tile.Data.Length; i++)
{
public CPos ChooseClosestEdgeCell(CPos pos)
{
var mpos = pos.ToMPos(this);
var x = ((mpos.U - Bounds.Left) < Bounds.Width / 2) ? Bounds.Left : Bounds.Right;
var y = ((mpos.V - Bounds.Top) < Bounds.Height / 2) ? Bounds.Top : Bounds.Bottom;
var distX = Math.Abs(x - mpos.U);
var distY = Math.Abs(y - mpos.V);