Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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78
OpenRA.Mods.Cnc/Traits/Render/WithDisguisingInfantryBody.cs
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78
OpenRA.Mods.Cnc/Traits/Render/WithDisguisingInfantryBody.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits.Render
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{
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sealed class WithDisguisingInfantryBodyInfo : WithInfantryBodyInfo, Requires<DisguiseInfo>
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{
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public override object Create(ActorInitializer init) { return new WithDisguisingInfantryBody(init, this); }
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}
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sealed class WithDisguisingInfantryBody : WithInfantryBody
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{
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readonly Disguise disguise;
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readonly RenderSprites rs;
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ActorInfo disguiseActor;
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Player disguisePlayer;
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WithInfantryBodyInfo disguiseInfantryBody;
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string disguiseImage;
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public WithDisguisingInfantryBody(ActorInitializer init, WithDisguisingInfantryBodyInfo info)
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: base(init, info)
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{
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rs = init.Self.Trait<RenderSprites>();
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disguise = init.Self.Trait<Disguise>();
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}
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protected override WithInfantryBodyInfo GetDisplayInfo()
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{
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return disguiseInfantryBody ?? Info;
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}
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protected override void Tick(Actor self)
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{
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if (disguise.AsActor != disguiseActor || disguise.AsPlayer != disguisePlayer)
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{
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// Force actor back to the stand state to avoid mismatched sequences
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PlayStandAnimation(self);
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disguiseActor = disguise.AsActor;
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disguisePlayer = disguise.AsPlayer;
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disguiseImage = null;
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disguiseInfantryBody = null;
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if (disguisePlayer != null)
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{
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var renderSprites = disguiseActor.TraitInfoOrDefault<RenderSpritesInfo>();
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var infantryBody = disguiseActor.TraitInfos<WithInfantryBodyInfo>()
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.FirstOrDefault(t => t.EnabledByDefault);
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if (renderSprites != null && infantryBody != null)
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{
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disguiseImage = renderSprites.GetImage(disguiseActor, disguisePlayer.Faction.InternalName);
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disguiseInfantryBody = infantryBody;
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}
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}
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var sequence = DefaultAnimation.GetRandomExistingSequence(GetDisplayInfo().StandSequences, Game.CosmeticRandom);
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if (sequence != null)
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DefaultAnimation.ChangeImage(disguiseImage ?? rs.GetImage(self), sequence);
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rs.UpdatePalette();
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}
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base.Tick(self);
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}
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}
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}
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