remove VisualDest crap from bullets & combat code
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@@ -40,7 +40,7 @@ namespace OpenRA
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return null;
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}
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public static void DoImpact(WarheadInfo warhead, ProjectileArgs args, int2 visualLocation)
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public static void DoImpact(WarheadInfo warhead, ProjectileArgs args)
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{
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var world = args.firedBy.World;
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var targetTile = ((1f / Game.CellSize) * args.dest.ToFloat2()).ToInt2();
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@@ -48,7 +48,7 @@ namespace OpenRA
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if (warhead.Explosion != 0)
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world.AddFrameEndTask(
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w => w.Add(new Explosion(w, visualLocation, warhead.Explosion, isWater)));
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w => w.Add(new Explosion(w, args.dest, warhead.Explosion, isWater)));
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Sound.Play(GetImpactSound(warhead, isWater));
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@@ -92,11 +92,11 @@ namespace OpenRA
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}
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}
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public static void DoImpacts(ProjectileArgs args, int2 visualLocation)
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public static void DoImpacts(ProjectileArgs args)
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{
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foreach (var warhead in args.weapon.Warheads)
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{
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Action a = () => DoImpact(warhead, args, visualLocation);
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Action a = () => DoImpact(warhead, args);
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if (warhead.Delay > 0)
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args.firedBy.World.AddFrameEndTask(
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w => w.Add(new DelayedAction(warhead.Delay, a)));
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@@ -119,7 +119,7 @@ namespace OpenRA
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facing = 0
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};
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DoImpacts(args, location);
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DoImpacts(args);
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}
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static float GetDamageToInflict(Actor target, ProjectileArgs args, WarheadInfo warhead, float modifier)
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