Work around capturable tech bug.
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@@ -77,6 +77,12 @@ namespace OpenRA.Mods.RA
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// Produceable contains the tech from the original owner - this is desired so we don't clear it.
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Produceable = InitTech(self.Owner.PlayerActor);
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// Force a third(!) tech tree update to ensure that prerequisites are correct.
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// The first two updates are triggered by adding/removing the actor when
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// changing ownership, *before* the new techtree watchers have been set up.
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// This is crap.
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self.Owner.PlayerActor.Trait<TechTree>().Update();
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}
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Dictionary<ActorInfo, ProductionState> InitTech(Actor playerActor)
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