Animation facing -> WAngle.
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@@ -34,7 +34,7 @@ namespace OpenRA.Mods.Cnc.Traits.Render
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var wsb = init.Actor.TraitInfos<WithSpriteBodyInfo>().FirstOrDefault();
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// Show the correct turret facing
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var facing = init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit>().Value(init.World) : t.InitialFacing;
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var facing = WAngle.FromFacing(init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit>().Value(init.World) : t.InitialFacing);
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var anim = new Animation(init.World, image, () => facing);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), wsb.Sequence));
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@@ -47,11 +47,11 @@ namespace OpenRA.Mods.Cnc.Traits.Render
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{
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readonly Turreted turreted;
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static Func<int> MakeTurretFacingFunc(Actor self)
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static Func<WAngle> MakeTurretFacingFunc(Actor self)
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{
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// Turret artwork is baked into the sprite, so only the first turret makes sense.
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var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
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return () => turreted.TurretFacing;
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return () => WAngle.FromFacing(turreted.TurretFacing);
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}
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public WithEmbeddedTurretSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
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