Use a consistent set of arguments for Render* ctors.
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Cnc.Traits
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public readonly string WakeLeftSequence = "wake-left";
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public readonly string WakeRightSequence = "wake-right";
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public override object Create(ActorInitializer init) { return new RenderGunboat(init.Self, this); }
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public override object Create(ActorInitializer init) { return new RenderGunboat(init, this); }
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public int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai)
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{
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@@ -38,27 +38,27 @@ namespace OpenRA.Mods.Cnc.Traits
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{
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Animation left, right;
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public RenderGunboat(Actor self, RenderGunboatInfo info)
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: base(self)
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public RenderGunboat(ActorInitializer init, RenderGunboatInfo info)
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: base(init, info)
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{
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var name = GetImage(self);
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var facing = self.Trait<IFacing>();
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var turret = self.TraitsImplementing<Turreted>()
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var name = GetImage(init.Self);
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var facing = init.Self.Trait<IFacing>();
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var turret = init.Self.TraitsImplementing<Turreted>()
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.First(t => t.Name == info.Turret);
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left = new Animation(self.World, name, () => turret.TurretFacing);
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left = new Animation(init.World, name, () => turret.TurretFacing);
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left.Play(info.LeftSequence);
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Add(info.LeftSequence, new AnimationWithOffset(left, null, () => facing.Facing > 128, 0));
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right = new Animation(self.World, name, () => turret.TurretFacing);
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right = new Animation(init.World, name, () => turret.TurretFacing);
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right.Play(info.RightSequence);
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Add(info.RightSequence, new AnimationWithOffset(right, null, () => facing.Facing <= 128, 0));
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var leftWake = new Animation(self.World, name);
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var leftWake = new Animation(init.World, name);
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leftWake.PlayRepeating(info.WakeLeftSequence);
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Add(info.WakeLeftSequence, new AnimationWithOffset(leftWake, null, () => facing.Facing > 128, -87));
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var rightWake = new Animation(self.World, name);
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var rightWake = new Animation(init.World, name);
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rightWake.PlayRepeating(info.WakeRightSequence);
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Add(info.WakeRightSequence, new AnimationWithOffset(rightWake, null, () => facing.Facing <= 128, -87));
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}
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