Fixed specialised buildings not having their power requirements added/subtracted.
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@@ -21,19 +21,24 @@ namespace OpenRa.Game.Traits
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Make(() =>
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{
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anim.PlayRepeating("idle");
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foreach (var x in self.traits.WithInterface<INotifyBuildComplete>())
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x.BuildingComplete(self);
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});
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}, self);
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DoBib(self, false);
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}
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protected void Make( Action after )
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protected void Make( Action after, Actor self )
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{
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if (Game.skipMakeAnims)
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Action newAfter = () =>
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{
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after();
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foreach (var x in self.traits.WithInterface<INotifyBuildComplete>())
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x.BuildingComplete(self);
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};
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if (Game.skipMakeAnims)
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newAfter();
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else
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anim.PlayThen("make", after);
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anim.PlayThen("make", newAfter);
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}
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void DoBib(Actor self, bool isRemove)
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@@ -11,7 +11,7 @@ namespace OpenRa.Game.Traits
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: base(self)
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{
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Make( () => anim.PlayFetchIndex("idle",
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() => (int)(5 * self.Owner.GetSiloFullness())));
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() => (int)(5 * self.Owner.GetSiloFullness())), self);
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}
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}
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}
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@@ -10,7 +10,7 @@ namespace OpenRa.Game.Traits
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public RenderBuildingTurreted(Actor self)
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: base(self)
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{
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Make( () => PlayTurretAnim( self, "idle" ));
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Make( () => PlayTurretAnim( self, "idle" ), self);
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}
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void PlayTurretAnim(Actor self, string a)
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@@ -26,7 +26,7 @@ namespace OpenRa.Game.Traits
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doneBuilding = true;
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anim.Play("idle");
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roof.Play(prefix + "idle-top");
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});
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}, self);
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}
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public IEnumerable<Pair<Sprite, float2>> RenderRoof(Actor self)
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