Don't crash on multiple Attack* traits
This is important for actors that use upgrades to switch between attack types.
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@@ -27,17 +27,15 @@ namespace OpenRA.Mods.Common.Traits
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public class CombatDebugOverlay : IPostRender, INotifyDamage, INotifyCreated
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{
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readonly DeveloperMode devMode;
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readonly HealthInfo healthInfo;
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readonly Lazy<BodyOrientation> coords;
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IBlocksProjectiles[] allBlockers;
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Lazy<AttackBase> attack;
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Lazy<BodyOrientation> coords;
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public CombatDebugOverlay(Actor self)
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{
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healthInfo = self.Info.TraitInfoOrDefault<HealthInfo>();
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attack = Exts.Lazy(() => self.TraitOrDefault<AttackBase>());
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coords = Exts.Lazy(() => self.Trait<BodyOrientation>());
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coords = Exts.Lazy(self.Trait<BodyOrientation>);
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var localPlayer = self.World.LocalPlayer;
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devMode = localPlayer != null ? localPlayer.PlayerActor.Trait<DeveloperMode>() : null;
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@@ -71,14 +69,16 @@ namespace OpenRA.Mods.Common.Traits
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TargetLineRenderable.DrawTargetMarker(wr, hc, hb);
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}
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// No armaments to draw
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if (attack.Value == null)
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return;
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foreach (var attack in self.TraitsImplementing<AttackBase>().Where(x => !x.IsTraitDisabled))
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DrawArmaments(self, attack, wr, wcr, iz);
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}
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void DrawArmaments(Actor self, AttackBase attack, WorldRenderer wr, RgbaColorRenderer wcr, float iz)
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{
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var c = Color.White;
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// Fire ports on garrisonable structures
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var garrison = attack.Value as AttackGarrisoned;
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var garrison = attack as AttackGarrisoned;
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if (garrison != null)
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{
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var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation);
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@@ -98,7 +98,7 @@ namespace OpenRA.Mods.Common.Traits
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return;
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}
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foreach (var a in attack.Value.Armaments)
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foreach (var a in attack.Armaments)
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{
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foreach (var b in a.Barrels)
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{
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