Account for damage state in ActorPreviews.
This commit is contained in:
@@ -12,6 +12,7 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Graphics
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namespace OpenRA.Mods.Common.Graphics
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{
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{
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@@ -41,5 +42,32 @@ namespace OpenRA.Mods.Common.Graphics
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public T Get<T>() where T : IActorInit { return dict.Get<T>(); }
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public T Get<T>() where T : IActorInit { return dict.Get<T>(); }
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public U Get<T, U>() where T : IActorInit<U> { return dict.Get<T>().Value(World); }
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public U Get<T, U>() where T : IActorInit<U> { return dict.Get<T>().Value(World); }
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public bool Contains<T>() where T : IActorInit { return dict.Contains<T>(); }
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public bool Contains<T>() where T : IActorInit { return dict.Contains<T>(); }
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public DamageState GetDamageState()
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{
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var health = dict.GetOrDefault<HealthInit>();
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if (health == null)
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return DamageState.Undamaged;
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var hf = health.Value(null);
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if (hf <= 0)
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return DamageState.Dead;
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if (hf < 0.25f)
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return DamageState.Critical;
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if (hf < 0.5f)
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return DamageState.Heavy;
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if (hf < 0.75f)
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return DamageState.Medium;
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if (hf < 1.0f)
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return DamageState.Light;
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return DamageState.Undamaged;
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}
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}
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}
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}
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}
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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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{
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// Show a static frame instead of animating all of the fullness states
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// Show a static frame instead of animating all of the fullness states
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var anim = new Animation(init.World, image, () => 0);
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var anim = new Animation(init.World, image, () => 0);
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anim.PlayFetchIndex(Sequence, () => 0);
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anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => 0);
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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}
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@@ -28,7 +28,7 @@ namespace OpenRA.Mods.Common.Traits
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// Show the correct turret facing
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// Show the correct turret facing
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var anim = new Animation(init.World, image, () => t.InitialFacing);
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var anim = new Animation(init.World, image, () => t.InitialFacing);
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anim.PlayRepeating(Sequence);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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}
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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{
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// Show a static frame instead of animating all of the wall states
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// Show a static frame instead of animating all of the wall states
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var anim = new Animation(init.World, image, () => 0);
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var anim = new Animation(init.World, image, () => 0);
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anim.PlayFetchIndex(Sequence, () => 0);
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anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => 0);
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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}
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@@ -28,7 +28,8 @@ namespace OpenRA.Mods.Common.Traits
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var facing = ifacing != null ? init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing() : 0;
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var facing = ifacing != null ? init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing() : 0;
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var anim = new Animation(init.World, image, () => facing);
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var anim = new Animation(init.World, image, () => facing);
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anim.PlayRepeating(Sequence);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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}
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@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Traits
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.First(tt => tt.Turret == armament.Turret);
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.First(tt => tt.Turret == armament.Turret);
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var anim = new Animation(init.World, image, () => t.InitialFacing);
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var anim = new Animation(init.World, image, () => t.InitialFacing);
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anim.Play(Sequence);
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anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing)), facings);
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var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing)), facings);
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var turretOffset = body.LocalToWorld(t.Offset.Rotate(turretOrientation));
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var turretOffset = body.LocalToWorld(t.Offset.Rotate(turretOrientation));
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@@ -43,7 +43,7 @@ namespace OpenRA.Mods.Common.Traits
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var body = init.Actor.Traits.Get<BodyOrientationInfo>();
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var body = init.Actor.Traits.Get<BodyOrientationInfo>();
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var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
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var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
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var anim = new Animation(init.World, image, () => facing);
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var anim = new Animation(init.World, image, () => facing);
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anim.PlayRepeating(Sequence);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings);
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var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings);
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var offset = body.LocalToWorld(Offset.Rotate(orientation));
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var offset = body.LocalToWorld(Offset.Rotate(orientation));
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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.Common.Traits
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facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing();
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facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing();
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var anim = new Animation(init.World, image, () => facing);
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var anim = new Animation(init.World, image, () => facing);
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anim.PlayRepeating(StandSequences.First());
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), StandSequences.First()));
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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}
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@@ -27,7 +27,7 @@ namespace OpenRA.Mods.TS.Traits
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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{
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var anim = new Animation(init.World, image, () => 0);
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var anim = new Animation(init.World, image, () => 0);
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anim.PlayFetchIndex(Sequence, () => 0);
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anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => 0);
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var bi = init.Actor.Traits.Get<BuildingInfo>();
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var bi = init.Actor.Traits.Get<BuildingInfo>();
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var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512; // Additional 512 units move from center -> top of cell
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var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512; // Additional 512 units move from center -> top of cell
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Traits
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var body = init.Actor.Traits.Get<BodyOrientationInfo>();
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var body = init.Actor.Traits.Get<BodyOrientationInfo>();
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var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
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var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
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var anim = new Animation(init.World, image, () => facing);
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var anim = new Animation(init.World, image, () => facing);
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anim.PlayRepeating(Sequence);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings);
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var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings);
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var offset = body.LocalToWorld(Offset.Rotate(orientation));
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var offset = body.LocalToWorld(Offset.Rotate(orientation));
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@@ -48,7 +48,7 @@ namespace OpenRA.Mods.Common.Traits
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var turretFacing = init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit, int>() : t.InitialFacing;
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var turretFacing = init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit, int>() : t.InitialFacing;
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var anim = new Animation(init.World, image, () => turretFacing);
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var anim = new Animation(init.World, image, () => turretFacing);
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anim.Play(Sequence);
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anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(bodyFacing)), facings);
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var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(bodyFacing)), facings);
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var offset = body.LocalToWorld(t.Offset.Rotate(orientation));
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var offset = body.LocalToWorld(t.Offset.Rotate(orientation));
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