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 System.Linq;
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using OpenRA.Graphics;
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@@ -44,17 +45,20 @@ namespace OpenRA.Mods.Common.Traits.Render
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var t = init.Actor.TraitInfos<TurretedInfo>()
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.First(tt => tt.Turret == Turret);
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var ifacing = init.Actor.TraitInfoOrDefault<IFacingInfo>();
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var bodyFacing = ifacing != null ? init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing() : 0;
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var turretFacing = Turreted.GetInitialTurretFacing(init, t.InitialFacing, Turret);
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var anim = new Animation(init.World, image, () => turretFacing);
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anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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var orientation = body.QuantizeOrientation(WRot.FromFacing(bodyFacing), facings);
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var offset = body.LocalToWorld(t.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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Func<int> facing = init.GetFacing();
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Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromFacing(facing()), facings);
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Func<WVec> offset = () => body.LocalToWorld(t.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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