Add ActorInfo.TraitInfo[OrDefault]<T>() requiring ITraitIfo types
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@@ -28,7 +28,7 @@ namespace OpenRA.Mods.Common.Traits
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var anim = new Animation(init.World, image, () => 0);
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anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => 0);
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var bi = init.Actor.Traits.Get<BuildingInfo>();
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var bi = init.Actor.TraitInfo<BuildingInfo>();
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var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512; // Additional 512 units move from center -> top of cell
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yield return new SpriteActorPreview(anim, WVec.Zero, offset, p, rs.Scale);
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}
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@@ -50,7 +50,7 @@ namespace OpenRA.Mods.Common.Traits
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door.PlayFetchDirection(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.Sequence),
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() => desiredFrame - door.CurrentFrame);
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var buildingInfo = self.Info.Traits.Get<BuildingInfo>();
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var buildingInfo = self.Info.TraitInfo<BuildingInfo>();
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var offset = FootprintUtils.CenterOffset(self.World, buildingInfo).Y + 512;
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renderSprites.Add(new AnimationWithOffset(door, null, () => !buildComplete, offset));
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