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9 changes: 6 additions & 3 deletions OpenRA.Mods.RA2/Traits/BaseSpawnerParent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -202,14 +202,17 @@ void INotifyActorDisposing.Disposing(Actor self)
public virtual void SpawnIntoWorld(Actor self, Actor child, WPos centerPosition)
{
var exit = self.RandomExitOrDefault(self.World, null);
SetSpawnedFacing(child, self, exit);
SetSpawnedFacing(child, exit);

self.World.AddFrameEndTask(w =>
{
if (self.IsDead)
return;

var spawnOffset = exit == null ? WVec.Zero : exit.Info.SpawnOffset;
var spawnOffset = WVec.Zero;
if (exit != null)
spawnOffset = exit.Info.SpawnOffset.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(64 - facing.Facing)));
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I could move this to the Exit trait as that appears to maintain the facing?

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I think that would indeed be better. Where is the magic 64 - coming from?

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I can confirm that this also works in a 2D plane with only sprites. Just had to change offset from -250 to 250 so the minus sign may be "wrong" compared to Armament LocalOffset from a regular bullet.


child.Trait<IPositionable>().SetVisualPosition(child, centerPosition + spawnOffset);

var location = self.World.Map.CellContaining(centerPosition + spawnOffset);
Expand All @@ -223,7 +226,7 @@ public virtual void SpawnIntoWorld(Actor self, Actor child, WPos centerPosition)
});
}

void SetSpawnedFacing(Actor spawned, Actor spawner, Exit exit)
void SetSpawnedFacing(Actor spawned, Exit exit)
{
var facingOffset = facing == null ? 0 : facing.Facing;

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