Convert (Dynamic)FacingInit, (Dynamic)TurretFacingInit to WAngle.
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@@ -51,13 +51,10 @@ namespace OpenRA.Mods.Common.Traits.Render
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Func<WAngle> facing;
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var dynamicfacingInit = init.GetOrDefault<DynamicFacingInit>();
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if (dynamicfacingInit != null)
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{
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var getFacing = dynamicfacingInit.Value;
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facing = () => WAngle.FromFacing(getFacing());
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}
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facing = dynamicfacingInit.Value;
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else
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{
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var f = WAngle.FromFacing(init.GetValue<FacingInit, int>(0));
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var f = init.GetValue<FacingInit, WAngle>(WAngle.Zero);
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facing = () => f;
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}
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@@ -77,13 +77,13 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (Palette != null)
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p = init.WorldRenderer.Palette(Palette);
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Func<int> facing;
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Func<WAngle> facing;
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var dynamicfacingInit = init.GetOrDefault<DynamicFacingInit>();
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if (dynamicfacingInit != null)
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facing = dynamicfacingInit.Value;
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else
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{
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var f = init.GetValue<FacingInit, int>(0);
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var f = init.GetValue<FacingInit, WAngle>(WAngle.Zero);
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facing = () => f;
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}
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@@ -91,7 +91,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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anim.PlayThen(OpeningSequence, () => anim.PlayRepeating(Sequence));
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromFacing(facing()), facings);
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Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
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Func<WVec> offset = () => body.LocalToWorld(Offset.Rotate(orientation()));
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Func<int> zOffset = () =>
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{
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@@ -46,7 +46,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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.First(tt => tt.Turret == armament.Turret);
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var turretFacing = Turreted.TurretFacingFromInit(init, t);
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var anim = new Animation(init.World, image, () => WAngle.FromFacing(turretFacing()));
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var anim = new Animation(init.World, image, turretFacing);
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anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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var facing = init.GetFacing();
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@@ -51,7 +51,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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.First(tt => tt.Turret == Turret);
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var turretFacing = Turreted.TurretFacingFromInit(init, t);
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var anim = new Animation(init.World, image, () => WAngle.FromFacing(turretFacing()));
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var anim = new Animation(init.World, image, turretFacing);
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anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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var facing = init.GetFacing();
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@@ -52,7 +52,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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var model = init.World.ModelCache.GetModelSequence(image, Sequence);
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var turretFacing = Turreted.TurretFacingFromInit(init, t);
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Func<WRot> turretOrientation = () => body.QuantizeOrientation(WRot.FromYaw(WAngle.FromFacing(turretFacing()) - orientation().Yaw), facings);
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Func<WRot> turretOrientation = () => body.QuantizeOrientation(WRot.FromYaw(turretFacing() - orientation().Yaw), facings);
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Func<WRot> quantizedTurret = () => body.QuantizeOrientation(turretOrientation(), facings);
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Func<WRot> quantizedBody = () => body.QuantizeOrientation(orientation(), facings);
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@@ -45,7 +45,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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Func<WVec> turretOffset = () => body.LocalToWorld(t.Offset.Rotate(orientation()));
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var turretFacing = Turreted.TurretFacingFromInit(init, t);
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Func<WRot> turretBodyOrientation = () => WRot.FromYaw(WAngle.FromFacing(turretFacing()) - orientation().Yaw);
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Func<WRot> turretBodyOrientation = () => WRot.FromYaw(turretFacing() - orientation().Yaw);
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yield return new ModelAnimation(model, turretOffset,
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() => new[] { turretBodyOrientation(), body.QuantizeOrientation(orientation(), facings) }, () => false, () => 0, ShowShadow);
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}
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