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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@@ -98,6 +98,8 @@ namespace OpenRA.Mods.Common.Traits
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) { if (Info.UncloakOn.HasFlag(UncloakType.Attack)) Uncloak(); }
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void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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damageDisabled = e.DamageState >= DamageState.Critical;
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