Animation facing -> WAngle.
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@@ -51,11 +51,11 @@ namespace OpenRA.Mods.Common.Traits.Render
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.First(tt => tt.Turret == Turret);
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var turretFacing = Turreted.TurretFacingFromInit(init, t.InitialFacing, Turret);
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var anim = new Animation(init.World, image, turretFacing);
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var anim = new Animation(init.World, image, () => WAngle.FromFacing(turretFacing()));
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anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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Func<int> facing = init.GetFacing();
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Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromFacing(facing()), facings);
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var facing = init.GetFacing();
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Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
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Func<WVec> offset = () => body.LocalToWorld(t.Offset.Rotate(orientation()));
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Func<int> zOffset = () =>
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{
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@@ -90,7 +90,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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arms = self.TraitsImplementing<Armament>()
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.Where(w => w.Info.Turret == info.Turret).ToArray();
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DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => t.TurretFacing);
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DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => WAngle.FromFacing(t.TurretFacing));
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence));
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rs.Add(new AnimationWithOffset(DefaultAnimation,
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() => TurretOffset(self),
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