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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 |
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#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 |
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#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 |
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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 |
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#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 |
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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; } |
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public Dictionary<string, PlayerReference> Players | |
{ | |
get | |
{ | |
return PlayerDefinitions | |
.Select(pr => new PlayerReference(new MiniYaml(pr.Key, pr.Value.Nodes))) | |
.ToDictionary(player => player.Name); | |
} | |
set | |
{ |
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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++) | |
{ |
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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); |