Introduce INotifyAttack.PreparingAttack
And use it to allow triggering attack animations/overlays at a different point than the actual weapon firing.
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@@ -223,6 +223,9 @@ namespace OpenRA.Mods.Common.Traits
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GuidedTarget = target
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};
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foreach (var na in self.TraitsImplementing<INotifyAttack>())
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na.PreparingAttack(self, target, this, barrel);
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ScheduleDelayedAction(Info.FireDelay, () =>
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{
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if (args.Weapon.Projectile != null)
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