Fix ActorPreview turret facings.
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@@ -39,10 +39,14 @@ namespace OpenRA.Mods.Common.Traits
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var t = init.Actor.Traits.WithInterface<TurretedInfo>()
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var t = init.Actor.Traits.WithInterface<TurretedInfo>()
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.First(tt => tt.Turret == Turret);
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.First(tt => tt.Turret == Turret);
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var anim = new Animation(init.World, image, () => t.InitialFacing);
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var ifacing = init.Actor.Traits.GetOrDefault<IFacingInfo>();
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var bodyFacing = ifacing != null ? init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing() : 0;
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var turretFacing = init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit, int>() : t.InitialFacing;
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var anim = new Animation(init.World, image, () => turretFacing);
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anim.Play(Sequence);
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anim.Play(Sequence);
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var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing)), facings);
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var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(bodyFacing)), facings);
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var offset = body.LocalToWorld(t.Offset.Rotate(orientation));
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var offset = body.LocalToWorld(t.Offset.Rotate(orientation));
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yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale);
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yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale);
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}
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}
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@@ -49,7 +49,8 @@ namespace OpenRA.Mods.TS.Traits
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var facings = body.QuantizedFacings == -1 ? init.Actor.Traits.Get<IQuantizeBodyOrientationInfo>().QuantizedBodyFacings(sequenceProvider, init.Actor) : body.QuantizedFacings;
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var facings = body.QuantizedFacings == -1 ? init.Actor.Traits.Get<IQuantizeBodyOrientationInfo>().QuantizedBodyFacings(sequenceProvider, init.Actor) : body.QuantizedFacings;
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var palette = init.WorldRenderer.Palette(Palette ?? (init.Owner != null ? PlayerPalette + init.Owner.InternalName : null));
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var palette = init.WorldRenderer.Palette(Palette ?? (init.Owner != null ? PlayerPalette + init.Owner.InternalName : null));
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var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
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var ifacing = init.Actor.Traits.GetOrDefault<IFacingInfo>();
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var facing = ifacing != null ? init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing() : 0;
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var orientation = WRot.FromFacing(facing);
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var orientation = WRot.FromFacing(facing);
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var components = init.Actor.Traits.WithInterface<IRenderActorPreviewVoxelsInfo>()
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var components = init.Actor.Traits.WithInterface<IRenderActorPreviewVoxelsInfo>()
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.SelectMany(rvpi => rvpi.RenderPreviewVoxels(init, this, image, orientation, facings, palette))
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.SelectMany(rvpi => rvpi.RenderPreviewVoxels(init, this, image, orientation, facings, palette))
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@@ -37,7 +37,9 @@ namespace OpenRA.Mods.TS.Traits
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.First(tt => tt.Turret == armament.Turret);
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.First(tt => tt.Turret == armament.Turret);
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var voxel = VoxelProvider.GetVoxel(image, Sequence);
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var voxel = VoxelProvider.GetVoxel(image, Sequence);
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var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing) - orientation.Yaw), facings);
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var turretFacing = init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit, int>() : t.InitialFacing;
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var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(turretFacing) - orientation.Yaw), facings);
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var turretOffset = body.LocalToWorld(t.Offset.Rotate(orientation));
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var turretOffset = body.LocalToWorld(t.Offset.Rotate(orientation));
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yield return new VoxelAnimation(voxel, () => turretOffset, () => new[] { turretOrientation, orientation },
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yield return new VoxelAnimation(voxel, () => turretOffset, () => new[] { turretOrientation, orientation },
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@@ -36,7 +36,8 @@ namespace OpenRA.Mods.TS.Traits
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var voxel = VoxelProvider.GetVoxel(image, Sequence);
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var voxel = VoxelProvider.GetVoxel(image, Sequence);
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var turretOffset = body.LocalToWorld(t.Offset.Rotate(orientation));
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var turretOffset = body.LocalToWorld(t.Offset.Rotate(orientation));
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var turretBodyOrientation = new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing) - orientation.Yaw);
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var turretFacing = init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit, int>() : t.InitialFacing;
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var turretBodyOrientation = new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(turretFacing) - orientation.Yaw);
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var turretOrientation = new[] { turretBodyOrientation, body.QuantizeOrientation(orientation, facings) };
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var turretOrientation = new[] { turretBodyOrientation, body.QuantizeOrientation(orientation, facings) };
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yield return new VoxelAnimation(voxel, () => turretOffset, () => turretOrientation, () => false, () => 0);
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yield return new VoxelAnimation(voxel, () => turretOffset, () => turretOrientation, () => false, () => 0);
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}
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}
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