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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@@ -69,7 +69,7 @@ namespace OpenRA.Mods.Common.Activities
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else
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{
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var damage = health.MaxHP * capturesInfo.SabotageHPRemoval / 100;
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actor.InflictDamage(self, damage, null);
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actor.InflictDamage(self, new Damage(damage));
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}
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self.Dispose();
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