remove WeaponInfo param from CheckFire
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@@ -143,11 +143,11 @@ namespace OpenRA.Mods.RA
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var info = self.Info.Traits.Get<AttackBaseInfo>();
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foreach (var w in Weapons)
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if (CheckFire(self, unit, w, w.Info, ref w.FireDelay, w.Offset, ref w.Burst))
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if (CheckFire(self, unit, w, ref w.FireDelay, w.Offset, ref w.Burst))
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w.Recoil = 1;
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}
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bool CheckFire(Actor self, Unit unit, Weapon w, WeaponInfo weapon, ref int fireDelay, int[] offset, ref int burst)
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bool CheckFire(Actor self, Unit unit, Weapon w, ref int fireDelay, int[] offset, ref int burst)
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{
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if (fireDelay > 0) return false;
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@@ -155,10 +155,10 @@ namespace OpenRA.Mods.RA
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if (limitedAmmo != null && !limitedAmmo.HasAmmo())
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return false;
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if (weapon.Range * weapon.Range * Game.CellSize * Game.CellSize
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if (w.Info.Range * w.Info.Range * Game.CellSize * Game.CellSize
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< (target.CenterLocation - self.CenterLocation).LengthSquared) return false;
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if (!Combat.WeaponValidForTarget(weapon, target)) return false;
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if (!Combat.WeaponValidForTarget(w.Info, target)) return false;
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var barrel = w.Barrels[burst % w.Barrels.Length];
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@@ -169,18 +169,18 @@ namespace OpenRA.Mods.RA
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offset.ElementAtOrDefault(3) };
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if (--burst > 0)
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fireDelay = weapon.BurstDelay;
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fireDelay = w.Info.BurstDelay;
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else
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{
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fireDelay = weapon.ROF;
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burst = weapon.Burst;
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fireDelay = w.Info.ROF;
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burst = w.Info.Burst;
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}
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var destUnit = target.IsActor ? target.Actor.traits.GetOrDefault<Unit>() : null;
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var args = new ProjectileArgs
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{
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weapon = weapon,
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weapon = w.Info,
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firedBy = self,
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target = this.target,
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