eliminate old form of GetTurretPosition

This commit is contained in:
Chris Forbes
2010-07-31 22:33:54 +12:00
parent fa245aaa08
commit 0b20d1366a
5 changed files with 15 additions and 28 deletions

View File

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