TurretOffset= doesn't work with SHP vehicles
Description
This is one of the bugs related to SHP vehicles with turrets, this bug is specially limiting for the creations of vehicles as SHP.
Conditions to reproduce
SHP vehicle with turret
INI code
Rules:
[TANK]
Turret=yes
Art:
[ART]
Voxel=no
TurretOffset=-150
Facings=32
WalkFrames=1
Steps to reproduce
- Use a SHP vehicle with turret
- Set TurretOffset= in ART codes
- see ingame
Expected behaviour
Offset for the turret like voxel turrets
Actual behaviour
Offset doesn't work, although it's affecting FireFLH
Additional context
No response
Checklist
- [X] The issue is not introduced by Phobos or any other engine extension, such as Ares, Kratos etc.
- [X] The issue wasn't fixed in the most recent version of Ares/Phobos yet.
- [X] I agree to elaborate the details if requested and provide thorough testing if the bugfix is implemented.
- [X] I added a very descriptive title to this issue.
- [X] I used the GitHub search and read the issue list to find a similar issue and didn't find it.
- [X] I have attached as much information as possible (screenshots, gifs, videos, debug and exception logs, etc).
Debatable if it is a bug if the said feature was simply never coded for SHP vehicles in the first place. Acknowledged regardless, maybe someone will pick it up at some point.
I'm not sure if there is any point for anyone to work on this when Techno Attachment is being worked on. Once that one is done, people will be able to just attach an shp TechnoType as a turret.
Still having a native way to do TurretOffset would be good. Using Techno Attachment for this is of course a solution, but I am not sure it's possible to sync up everything correctly (AttachFX for example, although with the reimplementation Starkku has pending that's much less complicated).