Remove passing the warheads from DamageWarhead to AttackInfo.
Added a Damage class to pass damage value and damage(types) instead. This removes a great amount of overhead and longterm opens possibilities to have damagetypes without warheads.
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@@ -317,12 +317,12 @@ namespace OpenRA
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return (health == null) ? DamageState.Undamaged : health.DamageState;
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}
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public void InflictDamage(Actor attacker, int damage, IWarhead warhead)
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public void InflictDamage(Actor attacker, Damage damage)
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{
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if (Disposed || health == null)
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return;
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health.InflictDamage(this, attacker, damage, warhead, false);
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health.InflictDamage(this, attacker, damage, false);
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}
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public void Kill(Actor attacker)
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