Use new update util extensions to simplify some update rules
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@@ -90,9 +90,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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else if (attackSequence != null && aimSequence != null)
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{
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var turretAim = new MiniYamlNode("WithTurretAimAnimation", "");
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aimSequence.RenameKey("Sequence");
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turretAim.AddNode(aimSequence);
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turretAttack.RemoveNode(aimSequence);
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aimSequence.MoveAndRenameNode(turretAttack, turretAim, "Sequence");
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var turret = turretAttack.LastChildMatching("Turret");
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var armament = turretAttack.LastChildMatching("Armament");
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@@ -118,9 +116,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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aimAnimLocations.Add(Tuple.Create(actorNode.Key, actorNode.Location.Filename));
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var aimAnim = new MiniYamlNode("WithTurretAimAnimation", "");
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aimSequence.RenameKey("Sequence");
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aimAnim.AddNode(aimSequence);
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spriteTurret.RemoveNode(aimSequence);
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aimSequence.MoveAndRenameNode(spriteTurret, aimAnim, "Sequence");
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actorNode.AddNode(aimAnim);
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}
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}
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@@ -160,9 +156,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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else if (attackSequence != null && aimSequence != null)
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{
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var aimAnim = new MiniYamlNode("WithAimAnimation", "");
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aimSequence.RenameKey("Sequence");
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aimAnim.AddNode(aimSequence);
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attackAnim.RemoveNode(aimSequence);
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aimSequence.MoveAndRenameNode(attackAnim, aimAnim, "Sequence");
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var body = attackAnim.LastChildMatching("Body");
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var armament = attackAnim.LastChildMatching("Armament");
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