removed ProjectileInfo.Rotates, since it's redundant now that we have facings= in sequences
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@@ -66,11 +66,7 @@ namespace OpenRA.Effects
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if (Projectile.Image != null && Projectile.Image != "none")
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{
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if (Projectile.Rotates)
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anim = new Animation(Projectile.Image, () => Traits.Util.GetFacing((dest - src).ToFloat2(), 0));
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else
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anim = new Animation(Projectile.Image);
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anim = new Animation(Projectile.Image, () => Traits.Util.GetFacing((dest - src).ToFloat2(), 0));
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anim.PlayRepeating("idle");
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}
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}
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@@ -53,11 +53,7 @@ namespace OpenRA.Effects
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if (Projectile.Image != null && Projectile.Image != "none")
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{
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if (Projectile.Rotates)
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anim = new Animation(Projectile.Image, () => Facing);
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else
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anim = new Animation(Projectile.Image);
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anim = new Animation(Projectile.Image, () => Facing);
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anim.PlayRepeating("idle");
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}
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}
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@@ -34,7 +34,6 @@ namespace OpenRA.GameRules
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public readonly bool Parachuted = false;
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public readonly bool Proximity = false;
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public readonly int ROT = 0;
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public readonly bool Rotates = false;
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public readonly bool Shadow = true;
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public readonly bool UnderWater = false;
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public readonly int RangeLimit = 0;
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