weapon stuff
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@@ -23,8 +23,12 @@ namespace OpenRa.Game.Effects
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const int BaseBulletSpeed = 100; /* pixels / 40ms frame */
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public Bullet(string weapon, Player owner, Actor firedBy,
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int2 src, int2 dest, int srcAltitude, int destAltitude)
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: this(Rules.WeaponInfo[weapon], owner, firedBy, src, dest, srcAltitude, destAltitude) { }
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/* src, dest are *pixel* coords */
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public Bullet(string weapon, Player owner, Actor firedBy,
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public Bullet(WeaponInfo weapon, Player owner, Actor firedBy,
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int2 src, int2 dest, int srcAltitude, int destAltitude)
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{
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Owner = owner;
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@@ -36,7 +40,7 @@ namespace OpenRa.Game.Effects
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VisualDest = Dest + new int2(
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Game.CosmeticRandom.Next(-10, 10),
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Game.CosmeticRandom.Next(-10, 10));
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Weapon = Rules.WeaponInfo[weapon];
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Weapon = weapon;
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Projectile = Rules.ProjectileInfo[Weapon.Projectile];
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Warhead = Rules.WarheadInfo[Weapon.Warhead];
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@@ -20,10 +20,10 @@ namespace OpenRa.Game.Effects
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int t;
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int Altitude;
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public Missile(string weapon, Player owner, Actor firedBy,
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public Missile(WeaponInfo weapon, Player owner, Actor firedBy,
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int2 src, Actor target, int altitude, int facing)
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{
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Weapon = Rules.WeaponInfo[weapon];
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Weapon = weapon;
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Projectile = Rules.ProjectileInfo[Weapon.Projectile];
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Warhead = Rules.WarheadInfo[Weapon.Warhead];
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FiredBy = firedBy;
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@@ -157,11 +157,11 @@ namespace OpenRa.Game.Traits
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var fireFacing = thisLocalOffset.ElementAtOrDefault(2) +
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(self.traits.Contains<Turreted>() ? self.traits.Get<Turreted>().turretFacing : unit.Facing);
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Game.world.Add(new Missile(weaponName, self.Owner, self,
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Game.world.Add(new Missile(weapon, self.Owner, self,
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firePos, thisTarget, srcAltitude, fireFacing));
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}
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else
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Game.world.Add(new Bullet(weaponName, self.Owner, self,
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Game.world.Add(new Bullet(weapon, self.Owner, self,
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firePos, thisTarget.CenterLocation.ToInt2(), srcAltitude, destAltitude));
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if (!string.IsNullOrEmpty(weapon.Report))
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