Enabled firing multiple armaments at a target simultaneously.
Each armament defines own cursor for targeting.
The force attack modifier influences armament choice for target.
Autotargeting modified to handle firing multiple armaments simultaneously.
As a consequence, healers (medics) no longer require separate Heal
activity and AttackMedic and AutoHeal traits.
ISync is implemented by AttackBase, so there's no need for other Attack traits to implement it again.
AttackTurreted inherits AttackFollow, which already implements ITick.
If a class is caching the TraitsImplementing enumerable, instead cache the results of enumerating it to an array. The avoids having to enumerate the sequence each time it is needed.
fixed issue with powered down samsites
more optimization
very small optimization
undo changes to powerdown samsite fixes
refixed powered down sam sites
removed debug line
redid the fix in another approach by queueing a sell activity on the top of the queue. This was already present but didn't always work
fixed line I removed
prevented attack activity to be queued when actor is disabled
another style fail of me
reverse and queueactivity activities are now executed on top of the queue for a sell action
Automatically formatted all files via VS. This generally corrects indentation, removes trailing whitespace and corrects misplaced tabs or spaces. Manually tweaked a few files where required.