Weapos Rejiggered
Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged Added machine gun weapon & VFX Moved third party code to Plugins folder to improve compile times
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2105 changed files with 7033 additions and 1141 deletions
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@ -1,58 +0,0 @@
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using System;
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namespace Microsoft.Msagl.GraphmapsWithMesh
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{
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/*
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* This class is not used for the current implementation
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* This was written in the previous one when we were trying to route with
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* regular grid and then recursively found the stainer trees for the
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* components of different zoomlevel
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*/
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public class ComponentCollection
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{
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internal int NumOfComponents;
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public int NumOfAliveComponents;
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public Component[] C; //componnent holder
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public ComponentCollection(Vertex[] w, int numOfv, Component givenComponent, int givenLevel)
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{ //initially every vertex is a single component
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int k = 0;
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C = new Component[numOfv + 1];
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for (int index = 1; index <= numOfv; index++)
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{
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w[index].CId = 0;
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if (w[index].Weight == 0 || w[index].ZoomLevel != givenLevel) continue;
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//NODE OVARLAPS WITH THE RAILS// SO IGNORE THE NODE
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if (givenComponent != null && givenComponent.V.Contains(w[index])) continue;
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k++;
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C[k] = new Component { CId = k };
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C[k].V.Add(w[index]);
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C[k].Dead = false;
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w[index].CId = C[k].CId;
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NumOfComponents++;
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}
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if (givenComponent != null)
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{
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k++;
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C[k] = givenComponent;
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C[k].CId = k;
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C[k].Dist = 0;
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C[k].Dead = false;
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foreach (Vertex x in C[k].V)
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{
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x.CId = C[k].CId;
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}
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NumOfComponents++;
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}
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NumOfAliveComponents = NumOfComponents;
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Console.WriteLine(" Number of components:" + NumOfAliveComponents);
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}
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}
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}
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