introduce collection of Turrets on AttackBase, too -- turret sharing w/ recoil works again
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@@ -202,5 +202,18 @@ namespace OpenRA.Mods.RA
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return (Util.RotateVectorByFacing(offset.RelOffset(), quantizedFacing, .7f) + GetRecoil(self, recoil))
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+ offset.AbsOffset();
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}
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public static float2 GetTurretPosition(Actor self, Unit unit, Turret turret)
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{
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if (unit == null) return turret.ScreenSpacePosition;
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var ru = self.traits.GetOrDefault<RenderUnit>();
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var numDirs = (ru != null) ? ru.anim.CurrentSequence.Facings : 8;
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var bodyFacing = unit.Facing;
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var quantizedFacing = Util.QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs);
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return (Util.RotateVectorByFacing(turret.UnitSpacePosition, quantizedFacing, .7f) + GetRecoil(self, turret.Recoil))
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+ turret.ScreenSpacePosition;
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}
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}
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}
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