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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@@ -112,7 +112,7 @@ namespace OpenRA.Mods.Cnc.Traits
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}
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}
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public int GetDamageModifier(Actor attacker, IWarhead warhead)
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public int GetDamageModifier(Actor attacker, Damage damage)
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{
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return state == PopupState.Closed ? info.ClosedDamageMultiplier : 100;
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}
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