Allow turrets to have a different facing count to the actor body.
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@@ -54,6 +54,9 @@ namespace OpenRA.Mods.RA.Render
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anim.Play(info.Sequence);
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rs.anims.Add("turret_{0}".F(info.Turret), new AnimationWithOffset(
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anim, () => TurretOffset(self), null, p => ZOffsetFromCenter(self, p, 1)));
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// Restrict turret facings to match the sprite
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t.QuantizedFacings = anim.CurrentSequence.Facings;
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}
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WVec TurretOffset(Actor self)
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