Add DynamicFacingInit.
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@@ -9,6 +9,7 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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@@ -46,15 +47,28 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (Palette != null)
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p = init.WorldRenderer.Palette(Palette);
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
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var anim = new Animation(init.World, image, () => facing);
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Func<int> facing;
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if (init.Contains<DynamicFacingInit>())
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facing = init.Get<DynamicFacingInit, Func<int>>();
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else
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{
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var f = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
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facing = () => f;
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}
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var anim = new Animation(init.World, image, facing);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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var orientation = body.QuantizeOrientation(WRot.FromFacing(facing), facings);
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var offset = body.LocalToWorld(Offset.Rotate(orientation));
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var zOffset = offset.Y + offset.Z + 1;
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yield return new SpriteActorPreview(anim, () => offset, () => zOffset, p, rs.Scale);
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromFacing(facing()), facings);
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Func<WVec> offset = () => body.LocalToWorld(Offset.Rotate(orientation()));
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Func<int> zOffset = () =>
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{
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var tmpOffset = offset();
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return tmpOffset.Y + tmpOffset.Z + 1;
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};
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yield return new SpriteActorPreview(anim, offset, zOffset, p, rs.Scale);
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}
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}
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