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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@@ -78,7 +78,7 @@ namespace OpenRA.Mods.Common.Traits
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.Damage > 0)
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if (e.Damage.Value > 0)
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Panic();
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}
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