Remove CallFunc.
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@@ -20,7 +20,6 @@ namespace OpenRA.Mods.Common.Activities
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readonly Actor self;
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readonly Carryall carryall;
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readonly BodyOrientation body;
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readonly IFacing facing;
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Target destination;
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public DeliverUnit(Actor self, CPos destination)
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@@ -34,7 +33,6 @@ namespace OpenRA.Mods.Common.Activities
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this.self = self;
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this.destination = destination;
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facing = self.Trait<IFacing>();
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carryall = self.Trait<Carryall>();
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body = self.Trait<BodyOrientation>();
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}
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@@ -98,10 +96,10 @@ namespace OpenRA.Mods.Common.Activities
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// We therefore need to predict/correct for the facing *at the drop point*
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if (carryall.CarryableOffset.HorizontalLengthSquared != 0)
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{
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var facing = (target.CenterPosition - self.CenterPosition).Yaw.Facing;
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localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, WRot.FromFacing(facing)));
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var dropFacing = (target.CenterPosition - self.CenterPosition).Yaw.Facing;
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localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, WRot.FromFacing(dropFacing)));
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QueueChild(self, new HeliFly(self, Target.FromPos(target.CenterPosition - body.LocalToWorld(localOffset))), true);
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QueueChild(self, new Turn(self, facing));
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QueueChild(self, new Turn(self, dropFacing));
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return this;
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}
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@@ -118,39 +116,58 @@ namespace OpenRA.Mods.Common.Activities
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QueueChild(self, new Wait(carryall.Info.UnloadingDelay, false), true);
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// Release carried actor
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QueueChild(self, new CallFunc(Release));
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QueueChild(self, new ReleaseUnit(self));
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QueueChild(self, new HeliFly(self, Target.FromPos(self.CenterPosition)));
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return this;
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}
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void Release()
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class ReleaseUnit : Activity
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{
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self.Trait<Aircraft>().RemoveInfluence();
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readonly Carryall carryall;
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readonly BodyOrientation body;
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readonly IFacing facing;
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var localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, self.Orientation));
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var targetPosition = self.CenterPosition + body.LocalToWorld(localOffset);
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var targetLocation = self.World.Map.CellContaining(targetPosition);
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carryall.Carryable.Trait<IPositionable>().SetPosition(carryall.Carryable, targetLocation, SubCell.FullCell);
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// HACK: directly manipulate the turret facings to match the new orientation
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// This can eventually go away, when we make turret facings relative to the body
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var carryableFacing = carryall.Carryable.Trait<IFacing>();
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var facingDelta = facing.Facing - carryableFacing.Facing;
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foreach (var t in carryall.Carryable.TraitsImplementing<Turreted>())
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t.TurretFacing += facingDelta;
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carryableFacing.Facing = facing.Facing;
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// Put back into world
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self.World.AddFrameEndTask(w =>
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public ReleaseUnit(Actor self)
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{
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var cargo = carryall.Carryable;
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var carryable = carryall.Carryable.Trait<Carryable>();
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w.Add(cargo);
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carryall.DetachCarryable(self);
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carryable.UnReserve(cargo);
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carryable.Detached(cargo);
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});
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facing = self.Trait<IFacing>();
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carryall = self.Trait<Carryall>();
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body = self.Trait<BodyOrientation>();
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}
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protected override void OnFirstRun(Actor self)
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{
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self.Trait<Aircraft>().RemoveInfluence();
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var localOffset = carryall.CarryableOffset.Rotate(body.QuantizeOrientation(self, self.Orientation));
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var targetPosition = self.CenterPosition + body.LocalToWorld(localOffset);
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var targetLocation = self.World.Map.CellContaining(targetPosition);
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carryall.Carryable.Trait<IPositionable>().SetPosition(carryall.Carryable, targetLocation, SubCell.FullCell);
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// HACK: directly manipulate the turret facings to match the new orientation
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// This can eventually go away, when we make turret facings relative to the body
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var carryableFacing = carryall.Carryable.Trait<IFacing>();
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var facingDelta = facing.Facing - carryableFacing.Facing;
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foreach (var t in carryall.Carryable.TraitsImplementing<Turreted>())
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t.TurretFacing += facingDelta;
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carryableFacing.Facing = facing.Facing;
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// Put back into world
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self.World.AddFrameEndTask(w =>
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{
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var cargo = carryall.Carryable;
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var carryable = carryall.Carryable.Trait<Carryable>();
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w.Add(cargo);
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carryall.DetachCarryable(self);
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carryable.UnReserve(cargo);
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carryable.Detached(cargo);
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});
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}
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public override Activity Tick(Actor self)
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{
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return NextActivity;
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}
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}
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}
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}
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