changes facing (and desireFacing) on Mobile and on Turreted. range is now 0..255
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@@ -14,21 +14,13 @@ namespace OpenRa.Game.Traits
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{
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}
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public void Tick(Actor self, Game game, int dt)
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public void Tick( Actor self, Game game, int dt )
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{
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// TODO: desiredFacing should follow the base unit's facing only when not in combat.
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// also, we want to be able to use this for GUN; avoid referencing Mobile.
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var df = desiredFacing ?? self.traits.Get<Mobile>().facing;
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if( turretFacing != desiredFacing )
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{
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var leftTurn = ( 32 + turretFacing - desiredFacing ) % 32;
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var rightTurn = ( 32 + desiredFacing - turretFacing ) % 32;
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if( leftTurn > rightTurn )
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turretFacing = ( turretFacing + 1 ) % 32;
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else
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turretFacing = ( turretFacing + 31 ) % 32;
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}
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Util.TickFacing( ref turretFacing, df, self.unitInfo.ROT );
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}
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}
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}
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