move initial facing of missile onto AttackBase in prep for fixing 4tnk
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@@ -21,7 +21,7 @@ namespace OpenRa.Game.Effects
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int Altitude;
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public Missile(string weapon, Player owner, Actor firedBy,
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int2 src, Actor target, int altitude)
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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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Projectile = Rules.ProjectileInfo[Weapon.Projectile];
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@@ -31,9 +31,7 @@ namespace OpenRa.Game.Effects
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Target = target;
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Pos = src.ToFloat2();
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Altitude = altitude;
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/* todo: initial facing should be turret facing, or unit facing if we're not turreted */
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Facing = Traits.Util.GetFacing( Target.CenterLocation - src.ToFloat2(), 0 );
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Facing = facing;
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if (Projectile.Image != null && Projectile.Image != "none")
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{
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@@ -118,12 +118,15 @@ namespace OpenRa.Game.Traits
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var srcAltitude = unit != null ? unit.Altitude : 0;
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var destAltitude = destUnit != null ? destUnit.Altitude : 0;
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var fireFacing = self.traits.Contains<Turreted>()
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? self.traits.Get<Turreted>().turretFacing : unit.Facing;
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if( weapon.RenderAsTesla )
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Game.world.Add( new TeslaZap( firePos, thisTarget.CenterLocation.ToInt2() ) );
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if( Rules.ProjectileInfo[ weapon.Projectile ].ROT != 0 )
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Game.world.Add(new Missile(weaponName, self.Owner, self,
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firePos, thisTarget, srcAltitude));
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firePos, thisTarget, srcAltitude, fireFacing));
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else
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Game.world.Add(new Bullet(weaponName, self.Owner, self,
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firePos, thisTarget.CenterLocation.ToInt2(), srcAltitude, destAltitude));
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