eliminate old form of GetTurretPosition
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@@ -190,19 +190,6 @@ namespace OpenRA.Mods.RA
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return Util.RotateVectorByFacing(new float2(0, recoil * self.Info.Traits.Get<AttackBaseInfo>().Recoil), facing, .7f);
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}
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public static float2 GetTurretPosition(Actor self, Unit unit, int[] offset, float recoil)
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{
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if( unit == null ) return offset.AbsOffset(); /* things that don't have a rotating base don't need the turrets repositioned */
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var ru = self.traits.GetOrDefault<RenderUnit>();
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var numDirs = (ru != null) ? ru.anim.CurrentSequence.Facings : 8;
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var bodyFacing = unit.Facing;
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var quantizedFacing = Util.QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs);
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return (Util.RotateVectorByFacing(offset.RelOffset(), quantizedFacing, .7f) + GetRecoil(self, recoil))
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+ offset.AbsOffset();
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}
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public static float2 GetTurretPosition(Actor self, Unit unit, Turret turret)
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{
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if (unit == null) return turret.ScreenSpacePosition;
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