Move Facing and Altitude onto IMove impls, with associated pile of cleanups
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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.RA.Render
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public RenderUnitTurreted(Actor self)
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: base(self)
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{
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var unit = self.traits.Get<Unit>();
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var move = self.traits.Get<IMove>();
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var turreted = self.traits.Get<Turreted>();
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var attack = self.traits.GetOrDefault<AttackBase>();
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var attackInfo = self.Info.Traits.Get<AttackBaseInfo>();
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@@ -36,7 +36,7 @@ namespace OpenRA.Mods.RA.Render
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var turret = attack.Turrets[i];
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anims.Add( "turret_{0}".F(i),
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new AnimationWithOffset( turretAnim,
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() => Combat.GetTurretPosition( self, unit, turret ),
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() => Combat.GetTurretPosition( self, move, turret ),
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null) { ZOffset = 1 });
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if (attackInfo.MuzzleFlash)
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@@ -46,7 +46,7 @@ namespace OpenRA.Mods.RA.Render
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() => (int)(turret.Recoil * 5.9f)); /* hack: dumb crap */
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anims.Add("muzzle_flash_{0}".F(i),
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new AnimationWithOffset(muzzleFlash,
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() => Combat.GetTurretPosition(self, unit, turret),
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() => Combat.GetTurretPosition(self, move, turret),
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() => turret.Recoil <= 0));
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}
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}
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