facings for infantry "stand", and removed code for length-based facings (this probably breaks mods/c&c)
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@@ -15,12 +15,7 @@ namespace OpenRa.Traits
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public void BuildingComplete( Actor self )
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{
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PlayTurretAnim( self, "idle" );
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}
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void PlayTurretAnim( Actor self, string a )
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{
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anim.PlayFacing( a, () => self.traits.Get<Turreted>().turretFacing );
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anim.Play( "idle" );
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}
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public override void Damaged(Actor self, AttackInfo e)
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@@ -30,10 +25,10 @@ namespace OpenRa.Traits
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switch (e.DamageState)
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{
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case DamageState.Normal:
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PlayTurretAnim(self, "idle");
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anim.Play( "idle" );
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break;
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case DamageState.Half:
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PlayTurretAnim(self, "damaged-idle");
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anim.Play( "damaged-idle" );
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Sound.Play("kaboom1.aud");
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break;
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}
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@@ -13,8 +13,7 @@ namespace OpenRa.Traits
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public RenderInfantry(Actor self)
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: base(self, () => self.traits.Get<Unit>().Facing)
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{
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anim.PlayFacing("stand",
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() => self.traits.Get<Unit>().Facing);
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anim.Play("stand");
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}
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bool ChooseMoveAnim(Actor self)
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@@ -63,8 +62,7 @@ namespace OpenRa.Traits
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if (IsProne(self))
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anim.PlayFetchIndex("crawl", () => 0); /* what a hack. */
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else
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anim.PlayFacing("stand",
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() => self.traits.Get<Unit>().Facing);
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anim.Play("stand");
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}
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public void Damaged(Actor self, AttackInfo e)
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@@ -15,20 +15,14 @@ namespace OpenRa.Traits
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public RenderUnit(Actor self)
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: base(self, () => self.traits.Get<Unit>().Facing)
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{
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PlayFacingAnim(self);
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anim.Play("idle");
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anims.Add( "smoke", new AnimationWithOffset( new Animation( "smoke_m" ), null, () => !isSmoking ) );
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}
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void PlayFacingAnim(Actor self)
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{
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var unit = self.traits.Get<Unit>();
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anim.PlayFacing("idle", () => unit.Facing);
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}
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public void PlayCustomAnimation(Actor self, string newAnim, Action after)
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{
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anim.PlayThen(newAnim, () => { PlayFacingAnim(self); if (after != null) after(); });
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anim.PlayThen(newAnim, () => { anim.Play("idle"); if (after != null) after(); });
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}
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bool isSmoking;
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@@ -20,7 +20,7 @@ namespace OpenRa.Traits
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var attackInfo = self.Info.Traits.Get<AttackBaseInfo>();
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var turretAnim = new Animation(GetImage(self), () => turreted.turretFacing );
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turretAnim.PlayFacing( "turret", () => turreted.turretFacing );
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turretAnim.Play( "turret" );
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if( attackInfo.PrimaryOffset != null )
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anims.Add("turret_1", new AnimationWithOffset(
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