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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@@ -36,7 +36,7 @@ namespace OpenRA.Mods.Common.Activities
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if (health.DamageState == DamageState.Undamaged)
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return;
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target.InflictDamage(self, -health.MaxHP, null);
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target.InflictDamage(self, new Damage(-health.MaxHP));
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}
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}
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}
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