Reticle target sensitive, in precise mode, should allow for weapon offset
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4ae7092aa3
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@ -5312,31 +5312,38 @@ static BOOL MaintainLinkedLists(Universe *uni)
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- (Entity *) firstEntityTargetedByPlayerPrecisely
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- (Entity *) firstEntityTargetedByPlayerPrecisely
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{
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{
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OOWeaponFacing targetFacing;
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OOWeaponFacing targetFacing;
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Vector laserPortOffset = kZeroVector;
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PlayerEntity *player = PLAYER;
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switch (viewDirection)
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switch (viewDirection)
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{
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{
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case VIEW_FORWARD:
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case VIEW_FORWARD:
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targetFacing = WEAPON_FACING_FORWARD;
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targetFacing = WEAPON_FACING_FORWARD;
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laserPortOffset = [player forwardWeaponOffset];
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break;
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break;
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case VIEW_AFT:
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case VIEW_AFT:
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targetFacing = WEAPON_FACING_AFT;
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targetFacing = WEAPON_FACING_AFT;
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laserPortOffset = [player aftWeaponOffset];
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break;
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break;
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case VIEW_PORT:
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case VIEW_PORT:
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targetFacing = WEAPON_FACING_PORT;
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targetFacing = WEAPON_FACING_PORT;
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laserPortOffset = [player portWeaponOffset];
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break;
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break;
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case VIEW_STARBOARD:
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case VIEW_STARBOARD:
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targetFacing = WEAPON_FACING_STARBOARD;
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targetFacing = WEAPON_FACING_STARBOARD;
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laserPortOffset = [player starboardWeaponOffset];
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break;
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break;
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default:
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default:
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// Match behaviour of -firstEntityTargetedByPlayer.
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// Match behaviour of -firstEntityTargetedByPlayer.
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targetFacing = WEAPON_FACING_FORWARD;
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targetFacing = WEAPON_FACING_FORWARD;
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laserPortOffset = [player forwardWeaponOffset];
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}
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}
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return [self firstShipHitByLaserFromShip:PLAYER inDirection:targetFacing offset:kZeroVector gettingRangeFound:NULL];
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return [self firstShipHitByLaserFromShip:PLAYER inDirection:targetFacing offset:laserPortOffset gettingRangeFound:NULL];
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}
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}
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