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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48
OpenRA.Mods.Common/Traits/Sound/DeathSounds.cs
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48
OpenRA.Mods.Common/Traits/Sound/DeathSounds.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 OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Sound
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{
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[Desc("Sounds to play when killed.")]
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public class DeathSoundsInfo : ConditionalTraitInfo
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{
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[VoiceReference]
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[Desc("Death notification voice.")]
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public readonly string Voice = "Die";
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[Desc("Multiply volume with this factor.")]
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public readonly float VolumeMultiplier = 1f;
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[Desc("Damage types that this should be used for (defined on the warheads).",
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"If empty, this will be used as the default sound for all death types.")]
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public readonly BitSet<DamageType> DeathTypes = default;
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public override object Create(ActorInitializer init) { return new DeathSounds(this); }
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}
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public class DeathSounds : ConditionalTrait<DeathSoundsInfo>, INotifyKilled
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{
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public DeathSounds(DeathSoundsInfo info)
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: base(info) { }
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void INotifyKilled.Killed(Actor self, AttackInfo e)
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{
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if (IsTraitDisabled)
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return;
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if (Info.DeathTypes.IsEmpty || e.Damage.DamageTypes.Overlaps(Info.DeathTypes))
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self.PlayVoiceLocal(Info.Voice, Info.VolumeMultiplier);
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}
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}
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}
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