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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@@ -75,7 +75,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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}
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}
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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if (a == null)
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return;
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@@ -94,6 +94,8 @@ namespace OpenRA.Mods.Common.Traits.Render
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anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
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}
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void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
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public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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{
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foreach (var arm in armaments)
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