Remove legacy turret/muzzle positioning code.
This commit is contained in:
@@ -18,16 +18,8 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public enum CoordinateModel { Legacy, World };
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public class Barrel
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{
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// Legacy coordinates
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public PVecInt TurretSpaceOffset; // position in turret space
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public PVecInt ScreenSpaceOffset; // screen-space hack to make things line up good.
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public int Facing; // deviation from turret facing
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// World coordinates
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public WVec Offset;
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public WAngle Yaw;
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}
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@@ -44,10 +36,6 @@ namespace OpenRA.Mods.RA
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[Desc("Time (in frames) until the weapon can fire again.")]
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public readonly int FireDelay = 0;
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public readonly float LegacyRecoilRecovery = 0.2f;
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public readonly int[] LegacyLocalOffset = { };
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public CoordinateModel OffsetModel = CoordinateModel.Legacy;
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[Desc("Muzzle position relative to turret or body. (forward, right, up) triples")]
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public readonly WRange[] LocalOffset = {};
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[Desc("Muzzle yaw relative to turret or body.")]
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@@ -57,14 +45,7 @@ namespace OpenRA.Mods.RA
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[Desc("Recoil recovery per-frame")]
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public readonly WRange RecoilRecovery = new WRange(9);
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public object Create(ActorInitializer init)
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{
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// Auto-detect coordinate type
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if (LocalOffset.Length > 0 && OffsetModel == CoordinateModel.Legacy)
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OffsetModel = CoordinateModel.World;
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return new Armament(init.self, this);
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}
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public object Create(ActorInitializer init) { return new Armament(init.self, this); }
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}
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public class Armament : ITick
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@@ -76,7 +57,6 @@ namespace OpenRA.Mods.RA
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Lazy<ILocalCoordinatesModel> Coords;
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public WRange Recoil;
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public float LegacyRecoil { get; private set; }
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public int FireDelay { get; private set; }
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public int Burst { get; private set; }
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@@ -91,27 +71,10 @@ namespace OpenRA.Mods.RA
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Weapon = Rules.Weapons[info.Weapon.ToLowerInvariant()];
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Burst = Weapon.Burst;
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var barrels = new List<Barrel>();
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if (Info.OffsetModel == CoordinateModel.Legacy)
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{
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for (var i = 0; i < info.LocalOffset.Length / 5; i++)
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barrels.Add(new Barrel
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{
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TurretSpaceOffset = new PVecInt(info.LegacyLocalOffset[5 * i], info.LegacyLocalOffset[5 * i + 1]),
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ScreenSpaceOffset = new PVecInt(info.LegacyLocalOffset[5 * i + 2], info.LegacyLocalOffset[5 * i + 3]),
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Facing = info.LegacyLocalOffset[5 * i + 4],
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});
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// if no barrels specified, the default is "turret position; turret facing".
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if (barrels.Count == 0)
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barrels.Add(new Barrel { TurretSpaceOffset = PVecInt.Zero, ScreenSpaceOffset = PVecInt.Zero, Facing = 0 });
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}
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else
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{
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if (info.LocalOffset.Length % 3 != 0)
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throw new InvalidOperationException("Invalid LocalOffset array length");
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var barrels = new List<Barrel>();
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for (var i = 0; i < info.LocalOffset.Length / 3; i++)
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{
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barrels.Add(new Barrel
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@@ -120,9 +83,10 @@ namespace OpenRA.Mods.RA
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Yaw = info.LocalYaw.Length > i ? info.LocalYaw[i] : WAngle.Zero
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});
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}
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if (barrels.Count == 0)
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barrels.Add(new Barrel { Offset = WVec.Zero, Yaw = WAngle.Zero });
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}
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Barrels = barrels.ToArray();
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}
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@@ -130,7 +94,6 @@ namespace OpenRA.Mods.RA
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{
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if (FireDelay > 0)
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--FireDelay;
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LegacyRecoil = Math.Max(0f, LegacyRecoil - Info.LegacyRecoilRecovery);
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Recoil = new WRange(Math.Max(0, Recoil.Range - Info.RecoilRecovery.Range));
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}
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@@ -151,19 +114,10 @@ namespace OpenRA.Mods.RA
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var barrel = Barrels[Burst % Barrels.Length];
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var destMove = target.IsActor ? target.Actor.TraitOrDefault<IMove>() : null;
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var legacyMuzzlePosition = self.CenterLocation + (PVecInt)MuzzlePxOffset(self, facing, barrel).ToInt2();
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var legacyMuzzleAltitude = move != null ? move.Altitude : 0;
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var legacyFacing = barrel.Facing + (Turret.Value != null ? Turret.Value.turretFacing :
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facing != null ? facing.Facing : Util.GetFacing(target.CenterLocation - self.CenterLocation, 0));
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if (Info.OffsetModel == CoordinateModel.World)
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{
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var muzzlePosition = self.CenterPosition + MuzzleOffset(self, barrel);
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legacyMuzzlePosition = PPos.FromWPos(muzzlePosition);
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legacyMuzzleAltitude = Game.CellSize*muzzlePosition.Z/1024;
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legacyFacing = MuzzleOrientation(self, barrel).Yaw.Angle / 4;
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}
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var legacyMuzzlePosition = PPos.FromWPos(muzzlePosition);
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var legacyMuzzleAltitude = Game.CellSize*muzzlePosition.Z/1024;
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var legacyFacing = MuzzleOrientation(self, barrel).Yaw.Angle / 4;
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var args = new ProjectileArgs
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{
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@@ -199,7 +153,6 @@ namespace OpenRA.Mods.RA
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foreach (var na in self.TraitsImplementing<INotifyAttack>())
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na.Attacking(self, target);
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LegacyRecoil = Info.LegacyRecoil;
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Recoil = Info.Recoil;
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if (--Burst > 0)
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@@ -221,48 +174,8 @@ namespace OpenRA.Mods.RA
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public bool IsReloading { get { return FireDelay > 0; } }
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PVecFloat GetUnitspaceBarrelOffset(Actor self, IFacing facing, Barrel b)
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{
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if (Turret.Value == null && facing == null)
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return PVecFloat.Zero;
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var turretFacing = Turret.Value != null ? Turret.Value.turretFacing : facing.Facing;
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return (PVecFloat)Util.RotateVectorByFacing(b.TurretSpaceOffset.ToFloat2(), turretFacing, .7f);
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}
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// Note: facing is only used by the legacy positioning code
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public PVecFloat MuzzlePxOffset(Actor self, IFacing facing, Barrel b)
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{
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// Hack for external code unaware of world coordinates
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if (Info.OffsetModel == CoordinateModel.World)
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return (PVecFloat)PPos.FromWPosHackZ(WPos.Zero + MuzzleOffset(self, b)).ToFloat2();
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PVecFloat pos = b.ScreenSpaceOffset;
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// local facing offset doesn't make sense for actors that don't rotate
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if (Turret.Value == null && facing == null)
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return pos;
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if (Turret.Value != null)
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pos += Turret.Value.PxPosition(self, facing);
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// Add local unitspace/turretspace offset
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var f = Turret.Value != null ? Turret.Value.turretFacing : facing.Facing;
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// This is going away, so no point adding unnecessary usings
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var ru = self.TraitOrDefault<RenderUnit>();
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var numDirs = (ru != null) ? ru.anim.CurrentSequence.Facings : 8;
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var quantizedFacing = Util.QuantizeFacing(f, numDirs) * (256 / numDirs);
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pos += (PVecFloat)Util.RotateVectorByFacing(b.TurretSpaceOffset.ToFloat2(), quantizedFacing, .7f);
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return pos;
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}
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public WVec MuzzleOffset(Actor self, Barrel b)
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{
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if (Info.OffsetModel != CoordinateModel.World)
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throw new InvalidOperationException("Armament.MuzzlePosition requires a world coordinate offset");
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var bodyOrientation = Coords.Value.QuantizeOrientation(self, self.Orientation);
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var localOffset = b.Offset + new WVec(-Recoil, WRange.Zero, WRange.Zero);
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if (Turret.Value != null)
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@@ -31,8 +31,7 @@ namespace OpenRA.Mods.RA
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public DebugFiringOffsets(Actor self)
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{
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armaments = Lazy.New(() => self.TraitsImplementing<Armament>()
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.Where(a => a.Info.OffsetModel == CoordinateModel.World));
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armaments = Lazy.New(() => self.TraitsImplementing<Armament>());
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}
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public void RenderAfterWorld(WorldRenderer wr, Actor self)
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@@ -34,7 +34,7 @@ namespace OpenRA.Mods.RA.Render
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anim.Play("turret");
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anims.Add("turret_{0}".F(i++), new AnimationWithOffset(anim,
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() => t.PxPosition(self, null).ToFloat2(), null));
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() => PPos.FromWPosHackZ(WPos.Zero + t.Position(self)).ToFloat2(), null));
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}
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}
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}
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@@ -42,15 +42,6 @@ namespace OpenRA.Mods.RA.Render
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}
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float2 TurretPosition(Actor self, Turreted t, IFacing facing)
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{
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if (t.CoordinateModel == CoordinateModel.Legacy)
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{
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var recoil = self.TraitsImplementing<Armament>()
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.Where(w => w.Info.Turret == t.Name)
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.Sum(w => w.LegacyRecoil);
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return t.PxPosition(self, facing).ToFloat2() + Traits.Util.RotateVectorByFacing(new float2(0, recoil), t.turretFacing, .7f);
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}
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else
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{
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var recoil = self.TraitsImplementing<Armament>()
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.Where(w => w.Info.Turret == t.Name)
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@@ -65,4 +56,3 @@ namespace OpenRA.Mods.RA.Render
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}
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}
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}
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}
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@@ -47,7 +47,7 @@ namespace OpenRA.Mods.RA.Render
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muzzleFlashes.Add("muzzle{0}".F(muzzleFlashes.Count), new AnimationWithOffset(
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muzzleFlash,
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() => a.MuzzlePxOffset(self, facing, barrel).ToFloat2(),
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() => PPos.FromWPosHackZ(WPos.Zero + a.MuzzleOffset(self, barrel)).ToFloat2(),
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() => !isShowing));
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}
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}
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@@ -19,7 +19,6 @@ namespace OpenRA.Mods.RA
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public readonly int ProneTime = 100; /* ticks, =4s */
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public readonly float ProneDamage = .5f;
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public readonly decimal ProneSpeed = .5m;
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public readonly int[] LegacyProneOffset = {0,-2,0,4};
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public readonly WVec ProneOffset = new WVec(85, 0, -171);
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public override object Create(ActorInitializer init) { return new TakeCover(init, this); }
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@@ -44,10 +43,8 @@ namespace OpenRA.Mods.RA
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if (e.Damage > 0 && (e.Warhead == null || !e.Warhead.PreventProne)) /* Don't go prone when healed */
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{
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if (!IsProne)
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{
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turret = new Turret(Info.LegacyProneOffset);
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LocalOffset = Info.ProneOffset;
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}
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remainingProneTime = Info.ProneTime;
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}
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}
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@@ -56,11 +53,8 @@ namespace OpenRA.Mods.RA
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{
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base.Tick(self);
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if (IsProne && --remainingProneTime == 0)
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{
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turret = new Turret(Info.LegacyOffset);
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LocalOffset = WVec.Zero;
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}
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}
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public float GetDamageModifier(Actor attacker, WarheadInfo warhead )
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{
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@@ -23,28 +23,12 @@ namespace OpenRA.Mods.RA
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[Desc("Rate of Turning")]
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public readonly int ROT = 255;
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public readonly int InitialFacing = 128;
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public readonly int[] LegacyOffset = {0,0};
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public readonly bool AlignWhenIdle = false;
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public CoordinateModel OffsetModel = CoordinateModel.Legacy;
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[Desc("Muzzle position relative to turret or body. (forward, right, up) triples")]
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public readonly WVec Offset = WVec.Zero;
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bool HasWorldOffset(ArmamentInfo ai)
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{
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return ai.OffsetModel == CoordinateModel.World || ai.LocalOffset.Length > 0;
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}
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public virtual object Create(ActorInitializer init)
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{
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// Auto-detect coordinate type
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var arms = init.self.Info.Traits.WithInterface<ArmamentInfo>();
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if (Offset != WVec.Zero || arms.Any(ai => HasWorldOffset(ai)))
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OffsetModel = CoordinateModel.World;
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return new Turreted(init, this);
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}
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public virtual object Create(ActorInitializer init) { return new Turreted(init, this); }
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}
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public class Turreted : ITick, ISync, IResolveOrder
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@@ -52,7 +36,6 @@ namespace OpenRA.Mods.RA
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[Sync] public int turretFacing = 0;
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public int? desiredFacing;
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TurretedInfo info;
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protected Turret turret;
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IFacing facing;
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// For subclasses that want to move the turret relative to the body
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@@ -60,7 +43,6 @@ namespace OpenRA.Mods.RA
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public WVec Offset { get { return info.Offset + LocalOffset; } }
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public string Name { get { return info.Turret; } }
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public CoordinateModel CoordinateModel { get { return info.OffsetModel; } }
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public static int GetInitialTurretFacing(ActorInitializer init, int def)
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{
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@@ -78,7 +60,6 @@ namespace OpenRA.Mods.RA
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this.info = info;
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turretFacing = GetInitialTurretFacing(init, info.InitialFacing);
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facing = init.self.TraitOrDefault<IFacing>();
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turret = new Turret(info.LegacyOffset);
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}
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public virtual void Tick(Actor self)
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@@ -99,21 +80,9 @@ namespace OpenRA.Mods.RA
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desiredFacing = null;
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}
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public PVecFloat PxPosition(Actor self, IFacing facing)
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{
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// Hack for external code unaware of world coordinates
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if (info.OffsetModel == CoordinateModel.World)
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return (PVecFloat)PPos.FromWPosHackZ(WPos.Zero + Position(self)).ToFloat2();
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return turret.PxPosition(self, facing);
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}
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// Turret offset in world-space
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public WVec Position(Actor self)
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{
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if (info.OffsetModel != CoordinateModel.World)
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throw new InvalidOperationException("Turreted.Position requires a world coordinate offset");
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var coords = self.Trait<ILocalCoordinatesModel>();
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var bodyOrientation = coords.QuantizeOrientation(self, self.Orientation);
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return coords.LocalToWorld(Offset.Rotate(bodyOrientation));
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@@ -127,6 +96,7 @@ namespace OpenRA.Mods.RA
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}
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}
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// TODO: Remove this
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public class Turret
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{
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public PVecInt UnitSpacePosition; // where, in the unit's local space.
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@@ -102,7 +102,6 @@ JEEP:
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Offset: -85,0,171
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Armament:
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Weapon: MachineGun
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OffsetModel: World
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AttackTurreted:
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WithMuzzleFlash:
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RenderUnitTurreted:
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@@ -135,7 +134,6 @@ APC:
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ROT: 10
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Armament:
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Weapon: MachineGun
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OffsetModel: World
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AttackTurreted:
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WithMuzzleFlash:
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RenderUnitTurreted:
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@@ -174,7 +172,6 @@ BGGY:
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Offset: -43,0,128
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Armament:
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Weapon: MachineGun
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OffsetModel: World
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AttackTurreted:
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WithMuzzleFlash:
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RenderUnitTurreted:
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@@ -216,7 +216,6 @@ BGGY:
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Offset: -43,0,128
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Armament:
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Weapon: MachineGun
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OffsetModel: World
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AttackTurreted:
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WithMuzzleFlash:
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RenderUnitTurreted:
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@@ -292,7 +291,6 @@ JEEP:
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Offset: -85,0,171
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Armament:
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Weapon: MachineGun
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OffsetModel: World
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AttackTurreted:
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WithMuzzleFlash:
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RenderUnitTurreted:
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@@ -80,7 +80,6 @@ MSUB:
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Armament:
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Weapon: SubMissile
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FireDelay: 2
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OffsetModel: World
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AttackFrontal:
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Selectable:
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Bounds: 44,44
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@@ -245,10 +244,8 @@ PT:
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Offset: 256,0,43
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Armament@PRIMARY:
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Weapon: 2Inch
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OffsetModel: World
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Armament@SECONDARY:
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Weapon: DepthCharge
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OffsetModel: World
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AttackTurreted:
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Selectable:
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Bounds: 32,32
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@@ -496,7 +496,6 @@ GUN:
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RenderBuildingTurreted:
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Armament:
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Weapon: TurretGun
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OffsetModel: World
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AttackTurreted:
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AutoTarget:
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IronCurtainable:
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@@ -568,7 +567,6 @@ SAM:
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RenderBuildingTurreted:
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Armament:
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Weapon: Nike
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OffsetModel: World
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AttackTurreted:
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WithMuzzleFlash:
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AutoTarget:
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@@ -20,7 +20,6 @@ V2RL:
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Range: 5
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Armament:
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Weapon: SCUD
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OffsetModel: World
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AttackFrontal:
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RenderUnitReload:
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AutoTarget:
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@@ -54,7 +53,6 @@ V2RL:
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Weapon: 25mm
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Recoil: 85
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RecoilRecovery: 25
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OffsetModel: World
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AttackTurreted:
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RenderUnitTurreted:
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AutoTarget:
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@@ -88,7 +86,6 @@ V2RL:
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Weapon: 90mm
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Recoil: 128
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RecoilRecovery: 38
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OffsetModel: World
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AttackTurreted:
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RenderUnitTurreted:
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AutoTarget:
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@@ -203,7 +200,6 @@ ARTY:
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Range: 5
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Armament:
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Weapon: 155mm
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OffsetModel: World
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AttackFrontal:
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RenderUnit:
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Explodes:
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@@ -314,7 +310,6 @@ JEEP:
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Offset: 0,0,85
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Armament:
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Weapon: M60mg
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OffsetModel: World
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AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
RenderUnitTurreted:
|
||||
|
||||
@@ -84,7 +84,6 @@ MSUB:
|
||||
Armament:
|
||||
Weapon: SubMissile
|
||||
FireDelay: 2
|
||||
OffsetModel: World
|
||||
AttackFrontal:
|
||||
Selectable:
|
||||
Bounds: 44,44
|
||||
@@ -259,10 +258,8 @@ PT:
|
||||
Offset: 256,0,43
|
||||
Armament@PRIMARY:
|
||||
Weapon: 2Inch
|
||||
OffsetModel: World
|
||||
Armament@SECONDARY:
|
||||
Weapon: DepthCharge
|
||||
OffsetModel: World
|
||||
AttackTurreted:
|
||||
Selectable:
|
||||
Bounds: 32,32
|
||||
|
||||
@@ -328,10 +328,8 @@ AGUN:
|
||||
RenderBuildingTurreted:
|
||||
Armament@PRIMARY:
|
||||
Weapon: ZSU-23
|
||||
OffsetModel: World
|
||||
Armament@SECONDARY:
|
||||
Weapon: ZSU-23
|
||||
OffsetModel: World
|
||||
AttackTurreted:
|
||||
AutoTarget:
|
||||
IronCurtainable:
|
||||
@@ -748,7 +746,6 @@ GUN:
|
||||
RenderBuildingTurreted:
|
||||
Armament:
|
||||
Weapon: TurretGun
|
||||
OffsetModel: World
|
||||
AttackTurreted:
|
||||
AutoTarget:
|
||||
DebugRetiliateAgainstAggressor:
|
||||
@@ -828,7 +825,6 @@ SAM:
|
||||
RenderBuildingTurreted:
|
||||
Armament:
|
||||
Weapon: Nike
|
||||
OffsetModel: World
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
AutoTarget:
|
||||
|
||||
@@ -21,7 +21,6 @@ V2RL:
|
||||
Range: 5
|
||||
Armament:
|
||||
Weapon: SCUD
|
||||
OffsetModel: World
|
||||
AttackFrontal:
|
||||
RenderUnitReload:
|
||||
AutoTarget:
|
||||
@@ -57,7 +56,6 @@ V2RL:
|
||||
Weapon: 25mm
|
||||
Recoil: 85
|
||||
RecoilRecovery: 25
|
||||
OffsetModel: World
|
||||
AttackTurreted:
|
||||
RenderUnitTurreted:
|
||||
AutoTarget:
|
||||
@@ -97,7 +95,6 @@ V2RL:
|
||||
Weapon: 90mm
|
||||
Recoil: 128
|
||||
RecoilRecovery: 38
|
||||
OffsetModel: World
|
||||
AttackTurreted:
|
||||
RenderUnitTurreted:
|
||||
AutoTarget:
|
||||
@@ -229,7 +226,6 @@ ARTY:
|
||||
Range: 5
|
||||
Armament:
|
||||
Weapon: 155mm
|
||||
OffsetModel: World
|
||||
AttackFrontal:
|
||||
RenderUnit:
|
||||
Explodes:
|
||||
@@ -346,7 +342,6 @@ JEEP:
|
||||
Offset: 0,0,85
|
||||
Armament:
|
||||
Weapon: M60mg
|
||||
OffsetModel: World
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
RenderUnitTurreted:
|
||||
@@ -683,7 +678,6 @@ FTRK:
|
||||
Armament:
|
||||
Weapon: FLAK-23
|
||||
Recoil: 85
|
||||
OffsetModel: World
|
||||
AttackTurreted:
|
||||
RenderUnitTurreted:
|
||||
AutoTarget:
|
||||
|
||||
Reference in New Issue
Block a user