Merge the 3 turret rendering traits into WithTurret.
This commit is contained in:
@@ -310,7 +310,6 @@
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<Compile Include="Render\RenderBuildingCharge.cs" />
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<Compile Include="Render\RenderBuildingSilo.cs" />
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<Compile Include="Render\RenderBuildingTurreted.cs" />
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<Compile Include="Render\RenderBuildingSeparateTurret.cs" />
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<Compile Include="Render\RenderBuildingWall.cs" />
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<Compile Include="Render\RenderBuildingWarFactory.cs" />
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<Compile Include="Render\RenderEditorOnly.cs" />
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@@ -321,7 +320,6 @@
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<Compile Include="Render\RenderSpy.cs" />
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<Compile Include="Render\RenderUnit.cs" />
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<Compile Include="Render\RenderUnitReload.cs" />
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<Compile Include="Render\RenderUnitTurreted.cs" />
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<Compile Include="Render\WithBuildingExplosion.cs" />
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<Compile Include="Render\WithMuzzleFlash.cs" />
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<Compile Include="Render\WithRotor.cs" />
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@@ -437,6 +435,7 @@
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<Compile Include="Widgets\Logic\ClientTooltipLogic.cs" />
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<Compile Include="Widgets\ColorMixerWidget.cs" />
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<Compile Include="Widgets\HueSliderWidget.cs" />
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<Compile Include="Render\WithTurret.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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@@ -1,41 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2012 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Buildings;
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namespace OpenRA.Mods.RA.Render
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{
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class RenderBuildingSeparateTurretInfo : RenderBuildingInfo, Requires<TurretedInfo>, Requires<AttackBaseInfo>
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{
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public override object Create(ActorInitializer init) { return new RenderBuildingSeparateTurret(init, this); }
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}
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class RenderBuildingSeparateTurret : RenderBuilding
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{
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public RenderBuildingSeparateTurret(ActorInitializer init, RenderBuildingInfo info)
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: base(init, info)
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{
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var self = init.self;
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var turreted = self.TraitsImplementing<Turreted>();
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var i = 0;
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foreach (var t in turreted)
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{
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var anim = new Animation(GetImage(self), () => t.turretFacing);
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anim.Play("turret");
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anims.Add("turret_{0}".F(i++), new AnimationWithOffset(anim,
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wr => wr.ScreenPxOffset(t.Position(self)), null));
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}
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}
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}
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}
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@@ -32,25 +32,4 @@ namespace OpenRA.Mods.RA.Render
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base.Tick(self);
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}
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}
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/* TODO: native elevation support on turrets, and this dies? */
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class RenderUnitTurretedAimInfo : RenderUnitTurretedInfo
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{
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public override object Create(ActorInitializer init) { return new RenderUnitTurretedAim(init.self); }
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}
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class RenderUnitTurretedAim : RenderUnitTurreted
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{
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public RenderUnitTurretedAim(Actor self)
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: base(self) { }
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public override void Tick(Actor self)
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{
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var attack = self.TraitOrDefault<AttackBase>();
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var isAttacking = attack.IsAttacking;
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anims["turret_0"].Animation.ReplaceAnim(isAttacking ? "aim" : "turret");
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base.Tick(self);
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}
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}
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}
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@@ -1,58 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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class RenderUnitTurretedInfo : RenderUnitInfo, Requires<TurretedInfo>, Requires<AttackBaseInfo>
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{
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public override object Create(ActorInitializer init) { return new RenderUnitTurreted(init.self); }
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}
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class RenderUnitTurreted : RenderUnit
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{
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public RenderUnitTurreted(Actor self)
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: base(self)
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{
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var facing = self.Trait<IFacing>();
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var turreted = self.TraitsImplementing<Turreted>();
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var i = 0;
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foreach (var t in turreted)
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{
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var turret = t;
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var anim = new Animation(GetImage(self), () => turret.turretFacing);
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anim.Play("turret");
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anims.Add("turret_{0}".F(i++), new AnimationWithOffset(anim,
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wr => TurretPosition(self, wr, turret, facing), null));
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}
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}
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float2 TurretPosition(Actor self, WorldRenderer wr, Turreted t, IFacing facing)
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{
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var recoil = self.TraitsImplementing<Armament>()
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.Where(w => w.Info.Turret == t.Name)
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.Aggregate(WRange.Zero, (a,b) => a + b.Recoil);
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var localOffset = new WVec(-recoil, WRange.Zero, WRange.Zero);
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var bodyOrientation = QuantizeOrientation(self, self.Orientation);
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var turretOrientation = QuantizeOrientation(self, t.LocalOrientation(self));
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var worldPos = t.Position(self) + LocalToWorld(localOffset.Rotate(turretOrientation).Rotate(bodyOrientation));
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return wr.ScreenPxOffset(worldPos);
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}
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}
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}
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81
OpenRA.Mods.RA/Render/WithTurret.cs
Executable file
81
OpenRA.Mods.RA/Render/WithTurret.cs
Executable file
@@ -0,0 +1,81 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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class WithTurretInfo : ITraitInfo, Requires<RenderSimpleInfo>, Requires<TurretedInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "turret";
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[Desc("Sequence name to use when prepared to fire")]
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public readonly string AimSequence = null;
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[Desc("Turreted 'Turret' key to display")]
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public readonly string Turret = "primary";
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public object Create(ActorInitializer init) { return new WithTurret(init.self, this); }
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}
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class WithTurret : ITick
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{
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WithTurretInfo info;
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RenderSimple rs;
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AttackBase ab;
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Turreted t;
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IEnumerable<Armament> arms;
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Animation anim;
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public WithTurret(Actor self, WithTurretInfo info)
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{
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this.info = info;
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rs = self.Trait<RenderSimple>();
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ab = self.TraitOrDefault<AttackBase>();
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t = self.TraitsImplementing<Turreted>()
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.First(tt => tt.Name == info.Turret);
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arms = self.TraitsImplementing<Armament>()
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.Where(w => w.Info.Turret == info.Turret);
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anim = new Animation(rs.GetImage(self), () => t.turretFacing);
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anim.Play(info.Sequence);
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rs.anims.Add("turret_{0}".F(info.Turret), new AnimationWithOffset(
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anim,
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wr => TurretPosition(self, wr),
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null) { ZOffset = 1 });
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}
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int2 TurretPosition(Actor self, WorldRenderer wr)
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{
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var recoil = arms.Aggregate(WRange.Zero, (a,b) => a + b.Recoil);
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var localOffset = new WVec(-recoil, WRange.Zero, WRange.Zero);
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var bodyOrientation = rs.QuantizeOrientation(self, self.Orientation);
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var turretOrientation = rs.QuantizeOrientation(self, t.LocalOrientation(self));
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var worldPos = t.Position(self) + rs.LocalToWorld(localOffset.Rotate(turretOrientation).Rotate(bodyOrientation));
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return wr.ScreenPxOffset(worldPos);
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}
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public void Tick(Actor self)
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{
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if (info.AimSequence == null)
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return;
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var sequence = ab.IsAttacking ? info.AimSequence : info.Sequence;
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rs.anims["turret_{0}".F(info.Turret)].Animation.ReplaceAnim(sequence);
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}
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}
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}
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