Unhardcode AttackBomber bomb and gun logic
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@@ -829,6 +829,22 @@ namespace OpenRA.Mods.Common.UtilityCommands
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node.Key = "UseTargetableCellsOffsets";
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}
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// Refactored AttackBomb so it doesn't need it's own special sauce anymore
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if (engineVersion < 20170713)
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{
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if (node.Key == "AttackBomber")
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{
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var gunsOrBombs = node.Value.Nodes.FirstOrDefault(n => n.Key == "Guns" || n.Key == "Bombs");
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if (gunsOrBombs != null)
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{
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Console.WriteLine("Hardcoded Guns and Bombs logic has been removed from AttackBomber.");
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Console.WriteLine("Bombs should work like usual, for gun strafing use the new Weapon TargetOffset modifiers.");
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Console.WriteLine("Look at the TD mod's A10 for an example.");
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node.Value.Nodes.RemoveAll(n => n.Key == "Guns" || n.Key == "Bombs");
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}
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}
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}
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UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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