Remove unused bonuses schema from deathDamage
refs 16b452cf91
Patch By: Freagarach
Differential Revision: https://code.wildfiregames.com/D2831
This was SVN commit r23785.
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1 parent
853e8c0f1e
commit
9680d08b96
1 file changed
+6
-25
@@ -1,23 +1,5 @@
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function DeathDamage() {}
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DeathDamage.prototype.bonusesSchema =
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"<optional>" +
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"<element name='Bonuses'>" +
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"<zeroOrMore>" +
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"<element>" +
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"<anyName/>" +
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"<interleave>" +
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"<optional>" +
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"<element name='Civ' a:help='If an entity has this civ then the bonus is applied'><text/></element>" +
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"</optional>" +
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"<element name='Classes' a:help='If an entity has all these classes then the bonus is applied'><text/></element>" +
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"<element name='Multiplier' a:help='The attackers attack strength is multiplied by this'><ref name='nonNegativeDecimal'/></element>" +
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"</interleave>" +
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"</element>" +
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"</zeroOrMore>" +
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"</element>" +
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"</optional>";
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DeathDamage.prototype.Schema =
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"<a:help>When a unit or building is destroyed, it inflicts damage to nearby units.</a:help>" +
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"<a:example>" +
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@@ -30,16 +12,17 @@ DeathDamage.prototype.Schema =
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"<Crush>50.0</Crush>" +
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"</Damage>" +
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"</a:example>" +
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"<element name='Shape' a:help='Shape of the splash damage, can be circular'><text/></element>" +
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"<element name='Range' a:help='Size of the area affected by the splash'><ref name='nonNegativeDecimal'/></element>" +
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"<element name='FriendlyFire' a:help='Whether the splash damage can hurt non enemy units'><data type='boolean'/></element>" +
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"<element name='Shape' a:help='Shape of the splash damage, can be circular.'><text/></element>" +
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"<element name='Range' a:help='Size of the area affected by the splash.'><ref name='nonNegativeDecimal'/></element>" +
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"<element name='FriendlyFire' a:help='Whether the splash damage can hurt non enemy units.'><data type='boolean'/></element>" +
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Attacking.BuildAttackEffectsSchema();
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DeathDamage.prototype.Init = function()
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{
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};
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DeathDamage.prototype.Serialize = null; // we have no dynamic state to save
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// We have no dynamic state to save.
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DeathDamage.prototype.Serialize = null;
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DeathDamage.prototype.GetDeathDamageEffects = function()
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{
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@@ -58,15 +41,13 @@ DeathDamage.prototype.CauseDeathDamage = function()
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if (owner == INVALID_PLAYER)
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warn("Unit causing death damage does not have any owner.");
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let radius = ApplyValueModificationsToEntity("DeathDamage/Range", +this.template.Range, this.entity);
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Attacking.CauseDamageOverArea({
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"type": "Death",
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"attackData": this.GetDeathDamageEffects(),
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"attacker": this.entity,
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"attackerOwner": owner,
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"origin": pos,
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"radius": radius,
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"radius": ApplyValueModificationsToEntity("DeathDamage/Range", +this.template.Range, this.entity),
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"shape": this.template.Shape,
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"friendlyFire": this.template.FriendlyFire == "true",
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});
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