Animation facing -> WAngle.
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@@ -161,7 +161,7 @@ namespace OpenRA.Mods.Common.Traits
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if (port == null)
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return;
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var muzzleFacing = targetYaw.Angle / 4;
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var muzzleFacing = targetYaw.Facing;
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paxFacing[a.Actor].Facing = muzzleFacing;
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paxPos[a.Actor].SetVisualPosition(a.Actor, pos + PortOffset(self, port));
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@@ -172,7 +172,7 @@ namespace OpenRA.Mods.Common.Traits
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if (a.Info.MuzzleSequence != null)
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{
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// Muzzle facing is fixed once the firing starts
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var muzzleAnim = new Animation(self.World, paxRender[a.Actor].GetImage(a.Actor), () => muzzleFacing);
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var muzzleAnim = new Animation(self.World, paxRender[a.Actor].GetImage(a.Actor), () => targetYaw);
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var sequence = a.Info.MuzzleSequence;
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if (a.Info.MuzzleSplitFacings > 0)
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