Use the new functions in already existing rules
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@@ -128,8 +128,8 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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if (node != null)
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{
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grantNode.Value.Nodes.Add(node);
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mobileNode.Value.Nodes.Remove(node);
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grantNode.AddNode(node);
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mobileNode.RemoveNode(node);
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}
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}
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@@ -155,7 +155,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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}
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foreach (var node in addNodes)
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actorNode.Value.Nodes.Add(node);
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actorNode.AddNode(node);
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yield break;
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}
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@@ -49,39 +49,39 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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var turretAim = new MiniYamlNode("WithTurretAimAnimation", "");
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aimSequence.RenameKeyPreservingSuffix("Sequence");
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turretAim.Value.Nodes.Add(aimSequence);
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turretAttack.Value.Nodes.Remove(aimSequence);
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turretAim.AddNode(aimSequence);
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turretAttack.RemoveNode(aimSequence);
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var reloadPrefix = turretAttack.LastChildMatching("ReloadPrefix");
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var turret = turretAttack.LastChildMatching("Turret");
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var armament = turretAttack.LastChildMatching("Armament");
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if (reloadPrefix != null)
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{
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turretAim.Value.Nodes.Add(reloadPrefix);
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turretAttack.Value.Nodes.Remove(reloadPrefix);
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turretAim.AddNode(reloadPrefix);
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turretAttack.RemoveNode(reloadPrefix);
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}
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if (turret != null)
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turretAim.Value.Nodes.Add(turret);
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turretAim.AddNode(turret);
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if (armament != null)
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turretAim.Value.Nodes.Add(armament);
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turretAim.AddNode(armament);
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attackSequence.RenameKeyPreservingSuffix("Sequence");
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actorNode.Value.Nodes.Add(turretAim);
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actorNode.AddNode(turretAim);
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}
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}
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var spriteTurret = actorNode.LastChildMatching("WithSpriteTurret");
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if (spriteTurret != null)
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{
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var aimSequence = spriteTurret.Value.Nodes.FirstOrDefault(n => n.Key == "AimSequence");
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var aimSequence = spriteTurret.LastChildMatching("AimSequence");
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if (aimSequence != null)
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{
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var aimAnim = new MiniYamlNode("WithTurretAimAnimation", "");
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aimSequence.RenameKeyPreservingSuffix("Sequence");
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aimAnim.Value.Nodes.Add(aimSequence);
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spriteTurret.Value.Nodes.Remove(aimSequence);
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actorNode.Value.Nodes.Add(aimAnim);
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aimAnim.AddNode(aimSequence);
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spriteTurret.RemoveNode(aimSequence);
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actorNode.AddNode(aimAnim);
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}
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}
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