moved InitialFacing from OwnedActor to Unit
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@@ -24,7 +24,7 @@ namespace OpenRa.Game.Traits.Activities
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if (isCanceled) return NextActivity;
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var dest = ChooseHelipad(self);
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var initialFacing = self.Info.Traits.Get<OwnedActorInfo>().InitialFacing;
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var initialFacing = self.Info.Traits.Get<UnitInfo>().InitialFacing;
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if (dest == null)
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return Util.SequenceActivities(
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@@ -14,7 +14,6 @@ namespace OpenRa.Game.Traits
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public readonly int HP = 0;
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public readonly ArmorType Armor = ArmorType.none;
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public readonly bool Crewed = false; // replace with trait?
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public readonly int InitialFacing = 128;
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public readonly int Sight = 0;
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public readonly bool WaterBound = false;
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}
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@@ -49,7 +49,7 @@ namespace OpenRa.Game.Traits
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{
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self.CancelActivity();
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self.QueueActivity(new HeliFly(Util.CenterOfCell(order.TargetLocation)));
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self.QueueActivity( new Turn( self.Info.Traits.GetOrDefault<OwnedActorInfo>().InitialFacing ) );
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self.QueueActivity( new Turn( self.Info.Traits.GetOrDefault<UnitInfo>().InitialFacing ) );
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self.QueueActivity(new HeliLand(true));
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}
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@@ -66,7 +66,7 @@ namespace OpenRa.Game.Traits
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self.CancelActivity();
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self.QueueActivity(new HeliFly(order.TargetActor.CenterLocation + offsetVec));
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self.QueueActivity( new Turn( self.Info.Traits.GetOrDefault<OwnedActorInfo>().InitialFacing ) );
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self.QueueActivity( new Turn( self.Info.Traits.GetOrDefault<UnitInfo>().InitialFacing ) );
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self.QueueActivity(new HeliLand(false));
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self.QueueActivity(order.TargetActor.Info.Name == "hpad"
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? (IActivity)new Rearm() : new Repair());
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@@ -26,7 +26,7 @@ namespace OpenRa.Game.Traits
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public virtual int CreationFacing( Actor self, Actor newUnit )
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{
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return newUnit.Info.Traits.GetOrDefault<OwnedActorInfo>().InitialFacing;
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return newUnit.Info.Traits.GetOrDefault<UnitInfo>().InitialFacing;
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}
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public bool Produce( Actor self, NewUnitInfo producee )
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@@ -4,6 +4,7 @@ namespace OpenRa.Game.Traits
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{
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class UnitInfo : OwnedActorInfo, ITraitInfo
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{
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public readonly int InitialFacing = 128;
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public readonly int ROT = 0;
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public readonly int Speed = 0;
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@@ -109,7 +109,6 @@ namespace RulesConverter
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{ "Armor", "Armor" },
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{ "Crewed", "Crewed" },
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{ "WaterBound", "WaterBound" },
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{ "InitialFacing", "InitialFacing" },
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{ "Sight", "Sight" },
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{ "Unsellable", "Unsellable" } }
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},
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