Have turrets actively track targets, even when not ready to attack.
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@@ -32,14 +32,16 @@ namespace OpenRA.Mods.Common.Traits
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protected override bool CanAttack(Actor self, Target target)
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{
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if (!base.CanAttack(self, target))
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if (target.Type == TargetType.Invalid)
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return false;
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// Don't break early from this loop - we want to bring all turrets to bear!
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var turretReady = false;
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foreach (var t in turrets)
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if (t.FaceTarget(self, target))
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return true;
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turretReady = true;
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return false;
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return turretReady && base.CanAttack(self, target);
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}
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}
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}
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